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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
627 lines
19 KiB
C++
627 lines
19 KiB
C++
#ifndef DESTROYABLECOMPONENT_H
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#define DESTROYABLECOMPONENT_H
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#include "RakNetTypes.h"
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#include <vector>
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#include "tinyxml2.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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namespace CppScripts {
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class Script;
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}; //! namespace CppScripts
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enum class eStateChangeType : uint32_t;
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/**
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* Represents the stats of an entity, for example its health, imagination and armor. Also handles factions, which
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* indicate which enemies this entity has.
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*/
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class DestroyableComponent final : public Component {
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public:
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::DESTROYABLE;
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DestroyableComponent(Entity* parentEntity);
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~DestroyableComponent() override;
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void Update(float deltaTime) override;
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void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) override;
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void LoadFromXml(tinyxml2::XMLDocument* doc) override;
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void UpdateXml(tinyxml2::XMLDocument* doc) override;
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/**
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* Initializes the component using a different LOT
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* @param templateID the ID to use for initialization
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*/
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void Reinitialize(LOT templateID);
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/**
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* Sets the health of this entity. Makes sure this is serialized on the next tick and if this is a character its
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* stats will also update.
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* @param value the new health value
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*/
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void SetHealth(int32_t value);
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/**
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* Heals the entity by some delta amount
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* @param health the delta amount to heal
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*/
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void Heal(uint32_t health);
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/**
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* Returns the current health of this entity
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* @return the current health of this entity
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*/
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int32_t GetHealth() const { return m_iHealth; }
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/**
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* Updates the max health this entity has (e.g. what it can heal to), and optionally displays a UI animation indicating that
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* @param value the max health value to set
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* @param playAnim whether or not to play a UI animation indicating the change in max health
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*/
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void SetMaxHealth(float value, bool playAnim = false);
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/**
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* Returns the curent max health of this entity
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* @return the current max health of this entity
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*/
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float GetMaxHealth() const { return m_fMaxHealth; }
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/**
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* Sets the armor for this entity. This also makes sure this change is serialized and if this is a character it also
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* updates their stats.
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* @param value the armor value to set
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*/
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void SetArmor(int32_t value);
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/**
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* Repairs armor of this entity, updating it by a delta amount
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* @param armor the amount of armor to repair
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*/
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void Repair(uint32_t armor);
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/**
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* Returns the current armor value for the entity
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* @return the current armor value for the entity
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*/
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int32_t GetArmor() const { return m_iArmor; }
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/**
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* Updates the max armor this entity has (e.g. what it can heal to), and optionally displays a UI animation indicating that
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* @param value the max armor value to set
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* @param playAnim whether or not to play a UI animation indicating the change in max armor
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*/
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void SetMaxArmor(float value, bool playAnim = false);
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/**
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* Returns the current maximum armor this entity can have
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* @return the current maximum armor this entity can have
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*/
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float GetMaxArmor() const { return m_fMaxArmor; }
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/**
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* Sets the imagination value for this entity. Ensures that the change is serialized and if this is a character
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* their stats will be updated. Can also trigger the assembly passive ability to restore on 0 imag.
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* @param value
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*/
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void SetImagination(int32_t value);
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/**
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* Updates the imagination of this entity by a delta amount
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* @param deltaImagination the imagination to update
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*/
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void Imagine(int32_t deltaImagination);
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/**
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* Returns the current imagination value of this entity
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* @return the current imagination value of this entity
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*/
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int32_t GetImagination() const { return m_iImagination; }
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/**
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* Updates the max imagination this entity has (e.g. what it can heal to), and optionally displays a UI animation indicating that
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* @param value the max imagination value to set
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* @param playAnim whether or not to play a UI animation indicating the change in max imagination
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*/
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void SetMaxImagination(float value, bool playAnim = false);
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/**
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* Returns the current max imagination value
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* @return the current max imagination value
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*/
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float GetMaxImagination() const { return m_fMaxImagination; }
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/**
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* Sets the damage this entity can absorb before getting hurt, also serializes this change.
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* @param value the damage to absorb
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*/
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void SetDamageToAbsorb(int32_t value);
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/**
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* Returns the current damage to absorb
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* @return the current damage to absorb
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*/
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int32_t GetDamageToAbsorb() const { return m_DamageToAbsorb; }
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/**
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* Sets the reduced damage value for each attack for this entity, also serializes that change.
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* @param value the damage to reduce for each attack
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*/
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void SetDamageReduction(int32_t value);
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/**
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* Returns the current damage reduction value
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* @return the current damage reduction value
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*/
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int32_t GetDamageReduction() const { return m_DamageReduction; }
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/**
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* Sets whether or not this entity is immune to attacks
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* @param value whether or not this entity is immune to attacks
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*/
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void SetIsImmune(bool value);
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/**
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* Returns whether or not this entity is immune to attacks
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* @return whether or not this entity is immune to attacks
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*/
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bool IsImmune() const;
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/**
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* @return whether this entity is currently immune to attacks due to a damage cooldown period
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*/
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bool IsCooldownImmune() const;
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/**
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* Sets if this entity has GM immunity, making it not killable
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* @param value the GM immunity of this entity
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*/
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void SetIsGMImmune(bool value);
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/**
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* Returns whether or not this entity has GM immunity
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* @return whether or not this entity has GM immunity
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*/
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bool GetIsGMImmune() const { return m_IsGMImmune; }
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/**
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* Sets whether or not this entity is shielded for a certain amount of damage
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* @param value whether or not this entity is shielded for a certain amount of damage
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*/
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void SetIsShielded(bool value);
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/**
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* Returns if this entity is currently shielded from damage
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* @return if this entity is currently shielded from damage
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*/
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bool GetIsShielded() const { return m_IsShielded; }
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/**
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* Adds a faction to the faction list of this entity, potentially making more factions friendly. Fetches the info
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* from the CDClient.
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* @param factionID the faction ID to add
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* @param ignoreChecks whether or not to allow factionID -1
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*/
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void AddFaction(int32_t factionID, bool ignoreChecks = false);
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/**
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* Adds a faction ID to the enemy list
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* @param factionID the faction ID to make an enemy
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*/
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void AddEnemyFaction(int32_t factionID);
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/**
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* Sets whether or not this entity can be smashed, does not indicate the smashable glow, which is indicated by
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* faction ids
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* @param value whether or not this entity is smashable
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*/
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void SetIsSmashable(bool value);
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/**
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* Returns whether or not this entity is smashable
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* @return whether or not this entity is smashable
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*/
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bool GetIsSmashable() const { return m_IsSmashable; }
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/**
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* Returns the current is-dead value, this is mostly unused
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* @return the current is-dead value, this is mostly unused
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*/
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bool GetIsDead() const { return m_IsDead; }
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/**
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* Returns the current is-smashed value, this is mostly unused
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* @return the current is-smashed value, this is mostly unused
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*/
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bool GetIsSmashed() const { return m_IsSmashed; }
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/**
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* Sets whether or not this entity has bricks flying out when smashed
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* @param value whether or not this entity has bricks flying out when smashed
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*/
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void SetHasBricks(bool value);
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/**
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* Returns whether or not this entity has bricks flying out when smashed
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* @return whether or not this entity has bricks flying out when smashed
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*/
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bool GetHasBricks() const { return m_IsModuleAssembly; }
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/**
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* Sets the multiplier for the explosion that's visible when the bricks fly out when this entity is smashed
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* @param value the multiplier for the explosion that's visible when the bricks fly out when this entity is smashed
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*/
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void SetExplodeFactor(float value) { m_ExplodeFactor = value; };
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/**
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* Returns the current multiplier for explosions
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* @return the current multiplier for explosions
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*/
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float GetExplodeFactor() const { return m_ExplodeFactor; }
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/**
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* Sets the amount of attacks this entity can block before being able to be damaged again, useful for example for
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* shields.
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* @param value the amount of attacks this entity can block before being able to be damaged again
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*/
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void SetAttacksToBlock(uint32_t value);
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/**
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* Returns the current amount of attacks this entity can block
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* @return the current amount of attacks this entity can block
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*/
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uint32_t GetAttacksToBlock() const { return m_AttacksToBlock; }
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/**
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* Sets whether or not this enemy currently has threats, NOTE: only here for serialization, has no use internally
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* @param value whether or not this enemy currently has threats
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*/
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void SetHasThreats(bool value);
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/**
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* Returns whether or not this entity currently has threats, NOTE: unused internally
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* @return whether or not this entity currently has threats
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*/
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bool GetHasThreats() const { return m_HasThreats; }
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/**
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* Returns whether or not this entity is knockback immune, based on whether it's quickbuilding or has assembly gear
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* @return whether or not this entity is knockback immune
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*/
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bool IsKnockbackImmune() const;
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/**
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* Sets the faction ID of this entity, overriding all previously set entries
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* @param factionID the faction ID to set
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*/
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void SetFaction(int32_t factionID, bool ignoreChecks = false);
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/**
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* Returns whether or not the provided entity is an enemy of this entity
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* @param other the entity to check
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* @return whether the provided entity is an enemy of this entity or not
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*/
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bool IsEnemy(const Entity* other) const;
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/**
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* Returns whether or not the provided entity is a friend of this entity
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* @param other the entity to check
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* @return whether or not the provided entity is a friend of this entity
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*/
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bool IsFriend(const Entity* other) const;
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/**
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* Returns all the faction IDs that this entity considers a friend
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* @return all the faction IDs that this entity considers a friend
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*/
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const std::vector<int32_t>& GetFactionIDs() const { return m_FactionIDs; }
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/**
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* Returns all the faction IDs that this entity considers an enemy
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* @return all the faction IDs that this entity considers an enemy
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*/
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const std::vector<int32_t>& GetEnemyFactionsIDs() const { return m_EnemyFactionIDs; }
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/**
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* Returns whether the provided faction is a friendly faction
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* @param factionID the faction ID to check
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* @return whether the provided faction is a friendly faction
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*/
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bool HasFaction(int32_t factionID) const;
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/**
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* Sets the minimum amount of coins this entity drops when smashed
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* @param minCoins the minimum amount of coins this entity drops when smashed
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*/
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void SetMinCoins(uint32_t minCoins) { m_MinCoins = minCoins; }
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/**
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* Returns the minimum amount of coins this entity drops when smashed
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* @return the minimum amount of coins this entity drops when smashed
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*/
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uint32_t GetMinCoins() const { return m_MinCoins; }
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/**
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* Sets the maximum amount of coins this entity drops when smashed
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* @param maxCoins the maximum amount of coins this entity drops when smashed
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*/
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void SetMaxCoins(uint32_t maxCoins) { m_MaxCoins = maxCoins; }
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/**
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* Returns the maximum amount of coins this entity drops when smashed
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* @return the maximum amount of coins this entity drops when smashed
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*/
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uint32_t GetMaxCoins() const { return m_MaxCoins; }
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/**
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* Sets the loot matrix ID that will be used to determine what items to drop when this entity is smashed
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* @param lootMatrixID the loot matrix ID to set
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*/
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void SetLootMatrixID(uint32_t lootMatrixID) { m_LootMatrixID = lootMatrixID; }
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/**
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* Returns the current loot matrix ID that will be used to determine loot drops when this entity is smashed
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* @return the current loot matrix ID
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*/
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uint32_t GetLootMatrixID() const { return m_LootMatrixID; }
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/**
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* Returns the ID of the entity that killed this entity, if any
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* @return the ID of the entity that killed this entity, if any
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*/
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LWOOBJID GetKillerID() const;
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/**
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* Returns the entity that killed this entity, if any
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* @return the entity that killed this entity, if any
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*/
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Entity* GetKiller() const;
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/**
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* Attempt to damage this entity, handles everything from health and armor to absorption, immunity and callbacks.
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* @param damage the damage to attempt to apply
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* @param source the attacker that caused this damage
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* @param skillID the skill that damaged this entity
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* @param echo whether or not to serialize the damage
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*/
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void Damage(uint32_t damage, LWOOBJID source, uint32_t skillID = 0, bool echo = true);
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/**
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* Smashes this entity, notifying all clients
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* @param source the source that smashed this entity
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* @param skillID the skill that killed this entity
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* @param killType the way this entity was killed, determines if a client animation is played
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* @param deathType the animation to play when killed
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*/
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void Smash(LWOOBJID source, eKillType killType = eKillType::VIOLENT, const std::u16string& deathType = u"", uint32_t skillID = 0);
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/**
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* Push or Pop a layer of status immunity to this entity
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*/
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void SetStatusImmunity(
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const eStateChangeType state,
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const bool bImmuneToBasicAttack = false,
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const bool bImmuneToDamageOverTime = false,
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const bool bImmuneToKnockback = false,
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const bool bImmuneToInterrupt = false,
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const bool bImmuneToSpeed = false,
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const bool bImmuneToImaginationGain = false,
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const bool bImmuneToImaginationLoss = false,
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const bool bImmuneToQuickbuildInterrupt = false,
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const bool bImmuneToPullToPoint = false
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);
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// Getters for status immunities
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const bool GetImmuneToBasicAttack() { return m_ImmuneToBasicAttackCount > 0; };
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const bool GetImmuneToDamageOverTime() { return m_ImmuneToDamageOverTimeCount > 0; };
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const bool GetImmuneToKnockback() { return m_ImmuneToKnockbackCount > 0; };
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const bool GetImmuneToInterrupt() { return m_ImmuneToInterruptCount > 0; };
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const bool GetImmuneToSpeed() { return m_ImmuneToSpeedCount > 0; };
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const bool GetImmuneToImaginationGain() { return m_ImmuneToImaginationGainCount > 0; };
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const bool GetImmuneToImaginationLoss() { return m_ImmuneToImaginationLossCount > 0; };
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const bool GetImmuneToQuickbuildInterrupt() { return m_ImmuneToQuickbuildInterruptCount > 0; };
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const bool GetImmuneToPullToPoint() { return m_ImmuneToPullToPointCount > 0; };
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// Damage cooldown setters/getters
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void SetDamageCooldownTimer(float value) { m_DamageCooldownTimer = value; }
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float GetDamageCooldownTimer() { return m_DamageCooldownTimer; }
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// Death behavior setters/getters
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void SetDeathBehavior(int32_t value) { m_DeathBehavior = value; }
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int32_t GetDeathBehavior() const { return m_DeathBehavior; }
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/**
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* Utility to reset all stats to the default stats based on items and completed missions
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*/
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void FixStats();
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/**
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* Adds a callback that is called when this entity is hit by some other entity
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* @param callback the callback to add
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*/
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void AddOnHitCallback(const std::function<void(Entity*)>& callback);
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/**
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* Pushes a faction back to the list of factions.
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* @param value Faction to add to list.
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*
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* This method should only be used for testing. Use AddFaction(int32_t, bool) for adding a faction properly.
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*/
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void AddFactionNoLookup(int32_t faction) { m_FactionIDs.push_back(faction); };
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/**
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* Notify subscribed scripts of Damage actions.
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*
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* @param attacker The attacking Entity
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* @param damage The amount of damage that was done
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*/
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void NotifySubscribers(Entity* attacker, uint32_t damage);
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void Subscribe(LWOOBJID scriptObjId, CppScripts::Script* scriptToAdd);
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void Unsubscribe(LWOOBJID scriptObjId);
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// handle hardcode mode drops
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void DoHardcoreModeDrops(const LWOOBJID source);
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private:
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/**
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* Whether or not the health should be serialized
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*/
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bool m_DirtyHealth;
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/**
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* The health of the entity
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*/
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int32_t m_iHealth;
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/**
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* The max health of the entity
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*/
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float m_fMaxHealth;
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/**
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* The armor of the entity
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*/
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int32_t m_iArmor;
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/**
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* The max armor of the entity
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*/
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float m_fMaxArmor;
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/**
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* The imagination of the entity
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*/
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int32_t m_iImagination;
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/**
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* The max imagination of the entity
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*/
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float m_fMaxImagination;
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/**
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* The damage this entity can absord before being able to be damaged again
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*/
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int32_t m_DamageToAbsorb;
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/**
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* Whether this entity currently has GM immunity, making it unsmashable
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*/
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bool m_IsGMImmune;
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/**
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* Whether this entity is currently shielded from other attacks
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*/
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bool m_IsShielded;
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/**
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* The number of attacks this entity can block before being able to be attacked again
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*/
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uint32_t m_AttacksToBlock;
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/**
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* The amount of damage that should be reduced from every attack
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*/
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int32_t m_DamageReduction;
|
|
|
|
/**
|
|
* The faction IDs this entity considers friendly
|
|
*/
|
|
std::vector<int32_t> m_FactionIDs;
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|
|
|
/**
|
|
* The faction IDs this entity considers hostile
|
|
*/
|
|
std::vector<int32_t> m_EnemyFactionIDs;
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|
|
|
/**
|
|
* Whether this entity is smasahble, mostly unused
|
|
*/
|
|
bool m_IsSmashable;
|
|
|
|
/**
|
|
* Whether this entity is dead. Unused, here for serialization
|
|
*/
|
|
bool m_IsDead;
|
|
|
|
/**
|
|
* Whether this entity is smashed. Unused, here for serialization
|
|
*/
|
|
bool m_IsSmashed;
|
|
|
|
/**
|
|
* Whether this entity has bricks flying out when smashed (causes the client to look up the files)
|
|
*/
|
|
bool m_IsModuleAssembly;
|
|
|
|
/**
|
|
* The rate at which bricks fly out when smashed
|
|
*/
|
|
float m_ExplodeFactor;
|
|
|
|
/**
|
|
* Whether the list of potential enemies has changed
|
|
*/
|
|
bool m_DirtyThreatList;
|
|
|
|
/**
|
|
* Whether the entity has threats. Unused: here for serialization
|
|
*/
|
|
bool m_HasThreats;
|
|
|
|
/**
|
|
* The loot matrix that will be used to drop items when the entity is smashed
|
|
*/
|
|
uint32_t m_LootMatrixID;
|
|
|
|
/**
|
|
* The min amount of coins that will drop when this entity is smashed
|
|
*/
|
|
uint32_t m_MinCoins;
|
|
|
|
/**
|
|
* The max amount of coins that will drop when this entity is smashed
|
|
*/
|
|
uint32_t m_MaxCoins;
|
|
|
|
/**
|
|
* The ID of the entity that smashed this entity, if any
|
|
*/
|
|
LWOOBJID m_KillerID;
|
|
|
|
/**
|
|
* The list of callbacks that will be called when this entity gets hit
|
|
*/
|
|
std::vector<std::function<void(Entity*)>> m_OnHitCallbacks;
|
|
|
|
/**
|
|
* The list of scripts subscribed to this components actions
|
|
*/
|
|
std::map<LWOOBJID, CppScripts::Script*> m_SubscribedScripts;
|
|
|
|
/**
|
|
* status immunity counters
|
|
*/
|
|
uint32_t m_ImmuneToBasicAttackCount;
|
|
uint32_t m_ImmuneToDamageOverTimeCount;
|
|
uint32_t m_ImmuneToKnockbackCount;
|
|
uint32_t m_ImmuneToInterruptCount;
|
|
uint32_t m_ImmuneToSpeedCount;
|
|
uint32_t m_ImmuneToImaginationGainCount;
|
|
uint32_t m_ImmuneToImaginationLossCount;
|
|
uint32_t m_ImmuneToQuickbuildInterruptCount;
|
|
uint32_t m_ImmuneToPullToPointCount;
|
|
|
|
/**
|
|
* Death behavior type. If 0, the client plays a death animation as opposed to a smash animation.
|
|
*/
|
|
int32_t m_DeathBehavior;
|
|
|
|
/**
|
|
* Damage immunity cooldown timer. Set to a value that then counts down to create a damage cooldown for players
|
|
*/
|
|
float m_DamageCooldownTimer;
|
|
};
|
|
|
|
#endif // DESTROYABLECOMPONENT_H
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