mirror of
https://github.com/DarkflameUniverse/DarkflameServer
synced 2024-08-30 18:43:58 +00:00
f0b6ad89d9
* SystemAddress and destructor * move respawn logic to character comp Tested that respawn pos and rot can be set as per previously by crossing a respawn point and smashing to see if I would respawn at the new place. * Move loot cheat checking * Remove GetParentUser overload Tested completing missions control behaviors collecting life crate completing a bunch of missions using macros loading into worlds brick-by-brick placing models digging the x spot in gnarled forest can still ban and mute players cheat detection is still doing its thing flags are still set (checked with flag 45) claim codes still work (created new char, checked the lego club mail was there) * Move player constructor logic Its now at the bottom of Entity constructor. Time to remove Player * Remove Player class Removes the Player class. Tested that I can still login and see another player in Venture Explorer and logging out a few times still works as well as smashing enemies * store ptr * Update SlashCommandHandler.cpp
112 lines
3.6 KiB
C++
112 lines
3.6 KiB
C++
#ifndef ENTITYMANAGER_H
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#define ENTITYMANAGER_H
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#include <map>
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#include <stack>
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#include <vector>
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#include <unordered_map>
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#include "dCommonVars.h"
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class Entity;
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class EntityInfo;
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class Player;
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class User;
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enum class eReplicaComponentType : uint32_t;
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struct SystemAddress;
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class EntityManager {
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public:
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void Initialize();
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void UpdateEntities(float deltaTime);
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Entity* CreateEntity(EntityInfo info, User* user = nullptr, Entity* parentEntity = nullptr, bool controller = false, LWOOBJID explicitId = LWOOBJID_EMPTY);
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void DestroyEntity(const LWOOBJID& objectID);
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void DestroyEntity(Entity* entity);
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Entity* GetEntity(const LWOOBJID& objectId) const;
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std::vector<Entity*> GetEntitiesInGroup(const std::string& group);
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std::vector<Entity*> GetEntitiesByComponent(eReplicaComponentType componentType) const;
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std::vector<Entity*> GetEntitiesByLOT(const LOT& lot) const;
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std::vector<Entity*> GetEntitiesByProximity(NiPoint3 reference, float radius) const;
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Entity* GetZoneControlEntity() const;
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// Get spawn point entity by spawn name
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Entity* GetSpawnPointEntity(const std::string& spawnName) const;
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// Get spawn points
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const std::unordered_map<std::string, LWOOBJID>& GetSpawnPointEntities() const;
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//To make it obvious this SHOULD NOT be used outside of debug:
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#ifdef _DEBUG
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const std::unordered_map<LWOOBJID, Entity*> GetAllEntities() const { return m_Entities; }
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#endif
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void ConstructEntity(Entity* entity, const SystemAddress& sysAddr = UNASSIGNED_SYSTEM_ADDRESS, bool skipChecks = false);
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void DestructEntity(Entity* entity, const SystemAddress& sysAddr = UNASSIGNED_SYSTEM_ADDRESS);
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void SerializeEntity(Entity* entity);
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void ConstructAllEntities(const SystemAddress& sysAddr);
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void DestructAllEntities(const SystemAddress& sysAddr);
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void SetGhostDistanceMax(float value);
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float GetGhostDistanceMax() const;
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void SetGhostDistanceMin(float value);
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float GetGhostDistanceMin() const;
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void QueueGhostUpdate(LWOOBJID playerID);
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void UpdateGhosting();
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void UpdateGhosting(Entity* player);
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void CheckGhosting(Entity* entity);
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Entity* GetGhostCandidate(int32_t id);
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bool GetGhostingEnabled() const;
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void ScheduleForKill(Entity* entity);
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void ScheduleForDeletion(LWOOBJID entity);
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void FireEventServerSide(Entity* origin, std::string args);
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static bool IsExcludedFromGhosting(LOT lot);
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const bool GetHardcoreMode() { return m_HardcoreMode; };
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const uint32_t GetHardcoreLoseUscoreOnDeathPercent() { return m_HardcoreLoseUscoreOnDeathPercent; };
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const bool GetHardcoreDropinventoryOnDeath() { return m_HardcoreDropinventoryOnDeath; };
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const uint32_t GetHardcoreUscoreEnemiesMultiplier() { return m_HardcoreUscoreEnemiesMultiplier; };
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private:
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void SerializeEntities();
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void KillEntities();
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void DeleteEntities();
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static std::vector<LWOMAPID> m_GhostingExcludedZones;
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static std::vector<LOT> m_GhostingExcludedLOTs;
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std::unordered_map<LWOOBJID, Entity*> m_Entities;
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std::vector<LWOOBJID> m_EntitiesToKill;
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std::vector<LWOOBJID> m_EntitiesToDelete;
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std::vector<LWOOBJID> m_EntitiesToSerialize;
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std::vector<Entity*> m_EntitiesToGhost;
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std::vector<LWOOBJID> m_PlayersToUpdateGhosting;
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Entity* m_ZoneControlEntity;
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uint16_t m_NetworkIdCounter;
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uint64_t m_SerializationCounter = 0;
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float m_GhostDistanceMinSqaured = 100 * 100;
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float m_GhostDistanceMaxSquared = 150 * 150;
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bool m_GhostingEnabled = true;
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std::stack<uint16_t> m_LostNetworkIds;
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// Map of spawnname to entity object ID
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std::unordered_map<std::string, LWOOBJID> m_SpawnPoints;
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// hardcore mode vars
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bool m_HardcoreMode;
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uint32_t m_HardcoreLoseUscoreOnDeathPercent;
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bool m_HardcoreDropinventoryOnDeath;
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uint32_t m_HardcoreUscoreEnemiesMultiplier;
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};
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#endif // ENTITYMANAGER_H
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