osb/source/game/StarUniverseClient.hpp

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#ifndef STAR_UNIVERSE_CLIENT_HPP
#define STAR_UNIVERSE_CLIENT_HPP
#include "StarMaybe.hpp"
#include "StarHostAddress.hpp"
#include "StarGameTimers.hpp"
#include "StarCelestialParameters.hpp"
#include "StarChatTypes.hpp"
#include "StarWarping.hpp"
#include "StarAiTypes.hpp"
#include "StarSky.hpp"
#include "StarUniverseConnection.hpp"
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#include "StarLuaComponents.hpp"
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namespace Star {
STAR_CLASS(WorldTemplate);
STAR_CLASS(ClientContext);
STAR_CLASS(Sky);
STAR_STRUCT(Packet);
STAR_CLASS(WorldClient);
STAR_CLASS(SystemWorldClient);
STAR_CLASS(Player);
STAR_CLASS(PlayerStorage);
STAR_CLASS(Statistics);
STAR_CLASS(Clock);
STAR_CLASS(CelestialLog);
STAR_CLASS(CelestialSlaveDatabase);
STAR_CLASS(CelestialDatabase);
STAR_CLASS(JsonRpcInterface);
STAR_CLASS(TeamClient);
STAR_CLASS(QuestManager);
STAR_CLASS(UniverseClient);
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STAR_CLASS(LuaRoot);
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class UniverseClient {
public:
UniverseClient(PlayerStoragePtr playerStorage, StatisticsPtr statistics);
~UniverseClient();
void setMainPlayer(PlayerPtr player);
PlayerPtr mainPlayer() const;
// Returns error if connection failed
Maybe<String> connect(UniverseConnection connection, bool allowAssetsMismatch, String const& account = "", String const& password = "");
bool isConnected() const;
void disconnect();
Maybe<String> disconnectReason() const;
// WorldClient may be null if the UniverseClient is not connected.
WorldClientPtr worldClient() const;
SystemWorldClientPtr systemWorldClient() const;
// Updates internal world client in addition to handling universe level
// commands.
void update(float dt);
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Maybe<BeamUpRule> beamUpRule() const;
bool canBeamUp() const;
bool canBeamDown(bool deploy = false) const;
bool canBeamToTeamShip() const;
bool canTeleport() const;
void warpPlayer(WarpAction const& warpAction, bool animate = true, String const& animationType = "default", bool deploy = false);
void flyShip(Vec3I const& system, SystemLocation const& destination);
CelestialDatabasePtr celestialDatabase() const;
CelestialCoordinate shipCoordinate() const;
bool playerOnOwnShip() const;
WorldId playerWorld() const;
bool isAdmin() const;
// If the player is in a multi person team returns the team uuid, or if the
// player is by themselves returns the player uuid.
Uuid teamUuid() const;
WorldTemplateConstPtr currentTemplate() const;
SkyConstPtr currentSky() const;
bool flying() const;
void sendChat(String const& text, ChatSendMode sendMode);
List<ChatReceivedMessage> pullChatMessages();
uint16_t players();
uint16_t maxPlayers();
void setLuaCallbacks(String const& groupName, LuaCallbacks const& callbacks);
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void startLua();
void stopLua();
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ClockConstPtr universeClock() const;
CelestialLogConstPtr celestialLog() const;
JsonRpcInterfacePtr rpcInterface() const;
ClientContextPtr clientContext() const;
TeamClientPtr teamClient() const;
QuestManagerPtr questManager() const;
PlayerStoragePtr playerStorage() const;
StatisticsPtr statistics() const;
bool paused() const;
private:
struct ServerInfo {
uint16_t players;
uint16_t maxPlayers;
};
void setPause(bool pause);
void handlePackets(List<PacketPtr> const& packets);
void reset();
PlayerStoragePtr m_playerStorage;
StatisticsPtr m_statistics;
PlayerPtr m_mainPlayer;
bool m_pause;
ClockPtr m_universeClock;
WorldClientPtr m_worldClient;
SystemWorldClientPtr m_systemWorldClient;
Maybe<UniverseConnection> m_connection;
Maybe<ServerInfo> m_serverInfo;
StringMap<LuaCallbacks> m_luaCallbacks;
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CelestialSlaveDatabasePtr m_celestialDatabase;
ClientContextPtr m_clientContext;
TeamClientPtr m_teamClient;
QuestManagerPtr m_questManager;
WarpAction m_pendingWarp;
GameTimer m_warpDelay;
Maybe<GameTimer> m_warpCinemaCancelTimer;
Maybe<WarpAction> m_warping;
bool m_respawning;
GameTimer m_respawnTimer;
int64_t m_storageTriggerDeadline;
List<ChatReceivedMessage> m_pendingMessages;
Maybe<String> m_disconnectReason;
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LuaRootPtr m_luaRoot;
typedef LuaUpdatableComponent<LuaBaseComponent> ScriptComponent;
typedef shared_ptr<ScriptComponent> ScriptComponentPtr;
StringMap<ScriptComponentPtr> m_scriptContexts;
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};
}
#endif