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https://github.com/DarkflameUniverse/DarkflameServer
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5225c86d65
* Misc component cleanup * Update InventoryComponent.h * Update MissionComponent.h * Update PropertyManagementComponent.h * Update PropertyVendorComponent.h * Update SkillComponent.h maximum pedantry B) * SoundTriggerComponent.h braces gone * Rename SoundTriggerComponent.h braces gone to SoundTriggerComponent.h I was tired
134 lines
3.4 KiB
C++
134 lines
3.4 KiB
C++
/*
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* Darkflame Universe
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* Copyright 2018
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*/
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#ifndef ROCKETLAUNCHPADCONTROLCOMPONENT_H
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#define ROCKETLAUNCHPADCONTROLCOMPONENT_H
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#include "BitStream.h"
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#include "Entity.h"
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#include "Component.h"
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#include "eReplicaComponentType.h"
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class PreconditionExpression;
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/**
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* Component that handles rocket launchpads that can be interacted with to travel to other worlds.
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*/
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class RocketLaunchpadControlComponent final : public Component {
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public:
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::ROCKET_LAUNCH;
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RocketLaunchpadControlComponent(Entity* parent, int rocketId);
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~RocketLaunchpadControlComponent() override;
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/**
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* Launches some entity to another world
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* @param originator the entity to launch
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* @param mapId the world to go to
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* @param cloneId the clone ID (for properties)
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*/
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void Launch(Entity* originator, LWOMAPID mapId = LWOMAPID_INVALID, LWOCLONEID cloneId = LWOCLONEID_INVALID);
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/**
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* Handles an OnUse event from some entity, preparing it for launch to some other world
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* @param originator the entity that triggered the event
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*/
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void OnUse(Entity* originator) override;
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/**
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* Currently unused
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*/
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void OnProximityUpdate(Entity* entering, std::string name, std::string status);
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/**
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* Sets the map ID that a player will go to
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* @param player the entity to set the map ID for
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* @param cloneId the map ID of the property to set
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*/
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void SetSelectedMapId(LWOOBJID player, LWOMAPID cloneId);
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/**
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* Returns the map ID that a player will go to
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* @param player the player to find the map ID for
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* @return the map ID that a player will go to
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*/
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LWOMAPID GetSelectedMapId(LWOOBJID player) const;
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/**
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* Sets the clone ID that a player will go to (for properties)
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* @param player the entity to set the clone ID for
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* @param cloneId the clone ID of the property to set
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*/
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void SetSelectedCloneId(LWOOBJID player, LWOCLONEID cloneId);
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/**
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* Returns the clone ID that a player will go to (for properties)
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* @param player the player to find the clone ID for
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* @return the clone ID that a player will go to
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*/
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LWOCLONEID GetSelectedCloneId(LWOOBJID player) const;
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/**
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* Returns the zone that this rocket launchpad points to by default
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* @return the zone that this rocket launchpad points to by default
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*/
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LWOMAPID GetTargetZone() const;
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/**
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* Currently unused
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*/
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LWOMAPID GetDefaultZone() const;
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private:
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/**
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* All the players that are in the proximity of the rocket launchpad
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*/
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std::map<LWOOBJID, Entity*> m_PlayersInRadius = {};
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/**
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* The map that the launchpad goes to
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*/
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LWOMAPID m_TargetZone;
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/**
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* Currently unused
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*/
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LWOMAPID m_DefaultZone;
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/**
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* The clone IDs selected for each player to go to (for properies)
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*/
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std::map<LWOOBJID, LWOCLONEID> m_SelectedCloneIds = {};
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/**
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* The map IDs selected for each player to go to
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*/
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std::map<LWOOBJID, LWOMAPID> m_SelectedMapIds = {};
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/**
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* The scene that plays when the player lands
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*/
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std::string m_TargetScene;
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/**
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* Alternative landing scene that plays if the alternative precondition is met
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*/
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std::string m_AltLandingScene;
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/**
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* Some precondition that needs to be met to trigger the alternative landing scene
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*/
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PreconditionExpression* m_AltPrecondition;
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/**
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* Notifies the master server to prepare some world for a player to be able to travel to it
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* @param zoneID the ID of the zone to prepare
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*/
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void TellMasterToPrepZone(int zoneID);
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};
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#endif // ROCKETLAUNCHPADCONTROLCOMPONENT_H
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