osb/source/game/StarTechController.hpp

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#ifndef STAR_TECH_CONTROLLER_HPP
#define STAR_TECH_CONTROLLER_HPP
#include "StarNetElementSystem.hpp"
#include "StarNetworkedAnimator.hpp"
#include "StarLuaComponents.hpp"
#include "StarLuaActorMovementComponent.hpp"
#include "StarTechDatabase.hpp"
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#include "StarDirectives.hpp"
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namespace Star {
STAR_CLASS(TechController);
STAR_CLASS(StatusController);
// Class that acts as a movement controller for the parent entity that supports
// a variety scriptable "Tech" that the entity can use that affect movement,
// physics, sounds, particles, damage regions, etc. Network capable, and all
// flags are sensibly set on both the client and server.
class TechController : public NetElementGroup {
public:
enum class ParentState {
Stand,
Fly,
Fall,
Sit,
Lay,
Duck,
Walk,
Run,
Swim
};
static EnumMap<ParentState> const ParentStateNames;
TechController();
Json diskStore();
void diskLoad(Json const& store);
void init(Entity* parentEntity, ActorMovementController* movementController, StatusController* statusController);
void uninit();
void setLoadedTech(StringList const& techModules, bool forceLoad = false);
StringList loadedTech() const;
void reloadTech();
bool techOverridden() const;
void setOverrideTech(StringList const& techModules);
void clearOverrideTech();
void setShouldRun(bool shouldRun);
void beginPrimaryFire();
void beginAltFire();
void endPrimaryFire();
void endAltFire();
void moveUp();
void moveDown();
void moveLeft();
void moveRight();
void jump();
void special(int specialKey);
void setAimPosition(Vec2F const& aimPosition);
void tickMaster(float dt);
void tickSlave(float dt);
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Maybe<ParentState> parentState() const;
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DirectivesGroup const& parentDirectives() const;
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Vec2F parentOffset() const;
bool toolUsageSuppressed() const;
bool parentHidden() const;
List<Drawable> backDrawables();
List<Drawable> frontDrawables();
List<LightSource> lightSources() const;
List<AudioInstancePtr> pullNewAudios();
List<Particle> pullNewParticles();
Maybe<Json> receiveMessage(String const& message, bool localMessage, JsonArray const& args = {});
private:
struct TechAnimator : public NetElement {
TechAnimator(Maybe<String> animationConfig = {});
void initNetVersion(NetElementVersion const* version = nullptr) override;
void netStore(DataStream& ds) const override;
void netLoad(DataStream& ds) override;
void enableNetInterpolation(float extrapolationHint = 0.0f) override;
void disableNetInterpolation() override;
void tickNetInterpolation(float dt) override;
bool writeNetDelta(DataStream& ds, uint64_t fromVersion) const override;
void readNetDelta(DataStream& ds, float interpolationTime = 0.0) override;
void blankNetDelta(float interpolationTime) override;
// If setting invisible, stops all playing audio
void setVisible(bool visible);
bool isVisible() const;
Maybe<String> animationConfig;
NetworkedAnimator animator;
NetworkedAnimator::DynamicTarget dynamicTarget;
NetElementBool visible;
NetElementGroup netGroup;
};
typedef NetElementDynamicGroup<TechAnimator> TechAnimatorGroup;
struct TechModule {
TechConfig config;
LuaMessageHandlingComponent<LuaStorableComponent<LuaActorMovementComponent<LuaUpdatableComponent<LuaWorldComponent<LuaBaseComponent>>>>>
scriptComponent;
bool visible;
bool toolUsageSuppressed;
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Directives parentDirectives;
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TechAnimatorGroup::ElementId animatorId;
};
// Name of module, any existing module script data.
void setupTechModules(List<tuple<String, JsonObject>> const& moduleInits);
void unloadModule(TechModule& techModule);
void initializeModules();
void resetMoves();
void updateAnimators(float dt);
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LuaCallbacks makeTechCallbacks(TechModule& techModule);
Maybe<StringList> m_overriddenTech;
LinkedList<TechModule> m_techModules;
TechAnimatorGroup m_techAnimators;
Entity* m_parentEntity;
ActorMovementController* m_movementController;
StatusController* m_statusController;
bool m_moveRun;
bool m_movePrimaryFire;
bool m_moveAltFire;
bool m_moveUp;
bool m_moveDown;
bool m_moveLeft;
bool m_moveRight;
bool m_moveJump;
bool m_moveSpecial1;
bool m_moveSpecial2;
bool m_moveSpecial3;
Vec2F m_aimPosition;
NetElementData<Maybe<ParentState>> m_parentState;
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NetElementData<DirectivesGroup> m_parentDirectives;
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NetElementFloat m_xParentOffset;
NetElementFloat m_yParentOffset;
NetElementBool m_parentHidden;
NetElementBool m_toolUsageSuppressed;
};
}
#endif