osb/source/game/StarProjectile.hpp

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2023-06-20 04:33:09 +00:00
#ifndef STAR_PROJECTILE_HPP
#define STAR_PROJECTILE_HPP
#include "StarOrderedMap.hpp"
#include "StarEntity.hpp"
#include "StarNetElementSystem.hpp"
#include "StarScriptedEntity.hpp"
#include "StarStatusEffectEntity.hpp"
#include "StarPhysicsEntity.hpp"
#include "StarEffectEmitter.hpp"
#include "StarMovementController.hpp"
#include "StarParticle.hpp"
#include "StarLuaComponents.hpp"
namespace Star {
STAR_CLASS(World);
STAR_CLASS(RenderCallback);
STAR_STRUCT(ProjectileConfig);
STAR_CLASS(Projectile);
class Projectile : public virtual Entity, public virtual ScriptedEntity, public virtual PhysicsEntity, public virtual StatusEffectEntity {
public:
Projectile(ProjectileConfigPtr const& config, Json const& parameters);
Projectile(ProjectileConfigPtr const& config, DataStreamBuffer& netState);
ByteArray netStore() const;
EntityType entityType() const override;
void init(World* world, EntityId entityId, EntityMode mode) override;
void uninit() override;
String typeName() const;
String description() const override;
Vec2F position() const override;
RectF metaBoundBox() const override;
bool ephemeral() const override;
ClientEntityMode clientEntityMode() const override;
bool masterOnly() const override;
pair<ByteArray, uint64_t> writeNetState(uint64_t fromVersion = 0) override;
void readNetState(ByteArray data, float interpolationTime = 0.0f) override;
void enableInterpolation(float extrapolationHint = 0.0f) override;
void disableInterpolation() override;
// If the bullet time to live has run out, or if it has collided, etc this
// will return true.
bool shouldDestroy() const override;
void destroy(RenderCallback* renderCallback) override;
List<DamageSource> damageSources() const override;
void hitOther(EntityId targetEntityId, DamageRequest const& dr) override;
void update(uint64_t currentStep) override;
void render(RenderCallback* renderCallback) override;
void renderLightSources(RenderCallback* renderCallback) override;
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Maybe<Json> receiveMessage(ConnectionId sendingConnection, String const& message, JsonArray const& args) override;
Maybe<LuaValue> callScript(String const& func, LuaVariadic<LuaValue> const& args) override;
Maybe<LuaValue> evalScript(String const& code) override;
String projectileType() const;
// InitialPosition, InitialDirection, InitialVelocity, PowerMultiplier, and
// additional status effects must be set before the projectile is added to
// the world
float initialSpeed() const;
void setInitialSpeed(float speed);
void setInitialPosition(Vec2F const& position);
void setInitialDirection(Vec2F const& direction);
// Overrides internal "speed" parameter
void setInitialVelocity(Vec2F const& velocity);
void setReferenceVelocity(Maybe<Vec2F> const& velocity);
float powerMultiplier() const;
void setPowerMultiplier(float multiplier);
// If trackSource is true, then the projectile will (while the entity exists)
// attempt to track the change in position of the parent entity and move
// relative to it.
void setSourceEntity(EntityId source, bool trackSource);
EntityId sourceEntity() const;
List<PersistentStatusEffect> statusEffects() const override;
PolyF statusEffectArea() const override;
List<PhysicsForceRegion> forceRegions() const override;
size_t movingCollisionCount() const override;
Maybe<PhysicsMovingCollision> movingCollision(size_t positionIndex) const override;
using Entity::setTeam;
private:
struct PhysicsForceConfig {
PhysicsForceRegion forceRegion;
NetElementBool enabled;
};
struct PhysicsCollisionConfig {
PhysicsMovingCollision movingCollision;
NetElementBool enabled;
};
static List<Particle> sparkBlock(World* world, Vec2I const& position, Vec2F const& damageSource);
int getFrame() const;
void setFrame(int frame);
String drawableFrame();
void processAction(Json const& action);
void tickShared();
void setup();
LuaCallbacks makeProjectileCallbacks();
void renderPendingRenderables(RenderCallback* renderCallback);
ProjectileConfigPtr m_config;
Json m_parameters;
// used when projectiles are fired from a moving entity and should include its velocity
Maybe<Vec2F> m_referenceVelocity;
// Individual projectile parameters. Defaults come from m_config, but can be
// overridden by parameters.
float m_acceleration;
float m_initialSpeed;
float m_power;
float m_powerMultiplier;
String m_imageDirectives;
Json m_damageTeam;
String m_damageKind;
DamageType m_damageType;
Maybe<String> m_damageRepeatGroup;
Maybe<float> m_damageRepeatTimeout;
bool m_rayCheckToSource;
bool m_falldown;
bool m_hydrophobic;
bool m_onlyHitTerrain;
Maybe<String> m_collisionSound;
String m_persistentAudioFile;
AudioInstancePtr m_persistentAudio;
List<tuple<GameTimer, bool, Json>> m_periodicActions;
NetElementTopGroup m_netGroup;
MovementControllerPtr m_movementController;
EffectEmitterPtr m_effectEmitter;
float m_timeToLive;
Line2F m_travelLine;
EntityId m_sourceEntity;
bool m_trackSourceEntity;
Vec2F m_lastEntityPosition;
int m_bounces;
int m_frame;
float m_animationTimer;
float m_animationCycle;
// not quite the same thing as m_collision, used for triggering actionOnCollide
bool m_wasColliding;
NetElementEvent m_collisionEvent;
bool m_collision;
Vec2I m_collisionTile;
Vec2I m_lastNonCollidingTile;
mutable LuaMessageHandlingComponent<LuaUpdatableComponent<LuaWorldComponent<LuaBaseComponent>>> m_scriptComponent;
OrderedHashMap<String, PhysicsForceConfig> m_physicsForces;
OrderedHashMap<String, PhysicsCollisionConfig> m_physicsCollisions;
List<Variant<AudioInstancePtr, Particle, LightSource>> m_pendingRenderables;
};
}
#endif