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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
139 lines
3.3 KiB
C++
139 lines
3.3 KiB
C++
#pragma once
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#include "dCommonVars.h"
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#include "NiPoint3.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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/**
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* Parameters for the shooting gallery that change during playtime
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*/
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struct DynamicShootingGalleryParams {
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/**
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* The distance from the camera to the barrel
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*/
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Vector3 cameraBarrelOffset;
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/**
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* The area the barrel is looking at
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*/
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Vector3 facing;
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/**
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* The velocity of the cannonballs
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*/
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double_t cannonVelocity;
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/**
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* The max firerate of the cannon
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*/
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double_t cannonRefireRate;
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/**
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* The min distance the cannonballs traverse
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*/
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double_t cannonMinDistance;
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/**
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* The angle at which the cannon is shooting
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*/
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float_t cannonAngle;
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/**
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* The timeout between cannon shots
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*/
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float_t cannonTimeout;
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/**
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* The FOV while in the canon
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*/
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float_t cannonFOV;
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};
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/**
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* Parameters for the shooting gallery that don't change over time
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*/
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struct StaticShootingGalleryParams {
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/**
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* The position of the camera
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*/
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Vector3 cameraPosition;
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/**
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* The position that the camera is looking at
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*/
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Vector3 cameraLookatPosition;
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};
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/**
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* A very ancient component that was used to guide shooting galleries, it's still kind of used but a lot of logic is
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* also in the related scripts.
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*/
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class ShootingGalleryComponent final : public Component {
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public:
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::SHOOTING_GALLERY;
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explicit ShootingGalleryComponent(Entity* parent);
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~ShootingGalleryComponent();
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void Serialize(RakNet::BitStream* outBitStream, bool isInitialUpdate) override;
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/**
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* Returns the static params for the shooting gallery
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* @return the static params for the shooting gallery
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*/
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const StaticShootingGalleryParams& GetStaticParams() const { return m_StaticParams; };
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/**
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* Sets the static parameters for the shooting gallery, see `StaticShootingGalleryParams`
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* @param params the params to set
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*/
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void SetStaticParams(const StaticShootingGalleryParams& params);
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/**
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* Returns the dynamic params for the shooting gallery
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* @return the dynamic params for the shooting gallery
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*/
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const DynamicShootingGalleryParams& GetDynamicParams() const { return m_DynamicParams; };
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/**
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* Sets the mutable params for the shooting gallery, see `DynamicShootingGalleryParams`
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* @param params the params to set
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*/
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void SetDynamicParams(const DynamicShootingGalleryParams& params);
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/**
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* Sets the entity that's currently playing the shooting gallery
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* @param playerID the entity to set
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*/
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void SetCurrentPlayerID(LWOOBJID playerID) { m_CurrentPlayerID = playerID; m_Dirty = true; };
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/**
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* Returns the player that's currently playing the shooting gallery
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* @return the player that's currently playing the shooting gallery
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*/
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LWOOBJID GetCurrentPlayerID() const { return m_CurrentPlayerID; };
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private:
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/**
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* The player that's currently playing the shooting gallery
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*/
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LWOOBJID m_CurrentPlayerID = LWOOBJID_EMPTY;
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/**
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* The static parameters for the shooting gallery, see `StaticShootingGalleryParams`
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*/
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StaticShootingGalleryParams m_StaticParams{};
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/**
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* The dynamic params for the shooting gallery, see `DynamicShootingGalleryParams`
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*/
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DynamicShootingGalleryParams m_DynamicParams{};
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/**
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* Whether or not the component should be serialized
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*/
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bool m_Dirty = false;
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};
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