osb/source/game/StarStatusController.hpp

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#pragma once
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#include "StarObserverStream.hpp"
#include "StarNetElementSystem.hpp"
#include "StarStatCollection.hpp"
#include "StarStatusEffectDatabase.hpp"
#include "StarDamage.hpp"
#include "StarLuaComponents.hpp"
#include "StarLuaActorMovementComponent.hpp"
#include "StarNetworkedAnimator.hpp"
#include "StarEntityRenderingTypes.hpp"
namespace Star {
STAR_CLASS(StatusController);
class StatusController : public NetElement {
public:
StatusController(Json const& config);
Json diskStore() const;
void diskLoad(Json const& store);
Json statusProperty(String const& name, Json const& def = Json()) const;
void setStatusProperty(String const& name, Json value);
StringList statNames() const;
float stat(String const& statName) const;
// Returns true if the stat is strictly greater than zero
bool statPositive(String const& statName) const;
StringList resourceNames() const;
bool isResource(String const& resourceName) const;
float resource(String const& resourceName) const;
// Returns true if the resource is strictly greater than zero
bool resourcePositive(String const& resourceName) const;
void setResource(String const& resourceName, float value);
void modifyResource(String const& resourceName, float amount);
float giveResource(String const& resourceName, float amount);
bool consumeResource(String const& resourceName, float amount);
bool overConsumeResource(String const& resourceName, float amount);
bool resourceLocked(String const& resourceName) const;
void setResourceLocked(String const& resourceName, bool locked);
// Resetting a resource also clears any locked states
void resetResource(String const& resourceName);
void resetAllResources();
Maybe<float> resourceMax(String const& resourceName) const;
Maybe<float> resourcePercentage(String const& resourceName) const;
float setResourcePercentage(String const& resourceName, float resourcePercentage);
float modifyResourcePercentage(String const& resourceName, float resourcePercentage);
List<PersistentStatusEffect> getPersistentEffects(String const& statEffectCategory) const;
void addPersistentEffect(String const& statEffectCategory, PersistentStatusEffect const& persistentEffect);
void addPersistentEffects(String const& statEffectCategory, List<PersistentStatusEffect> const& persistentEffects);
void setPersistentEffects(String const& statEffectCategory, List<PersistentStatusEffect> const& persistentEffects);
void clearPersistentEffects(String const& statEffectCategory);
void clearAllPersistentEffects();
void addEphemeralEffect(EphemeralStatusEffect const& effect, Maybe<EntityId> sourceEntityId = {});
void addEphemeralEffects(List<EphemeralStatusEffect> const& effectList, Maybe<EntityId> sourceEntityId = {});
// Will have no effect if the unique effect is not applied ephemerally
bool removeEphemeralEffect(UniqueStatusEffect const& uniqueEffect);
void clearEphemeralEffects();
bool appliesEnvironmentStatusEffects() const;
void setAppliesEnvironmentStatusEffects(bool appliesEnvironmentStatusEffects);
// All unique stat effects, whether applied ephemerally or persistently, and
// their remaining durations.
ActiveUniqueStatusEffectSummary activeUniqueStatusEffectSummary() const;
bool uniqueStatusEffectActive(String const& effectName) const;
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const Directives& primaryDirectives() const;
void setPrimaryDirectives(Directives const& directives);
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// damage request and notification methods should only be called on the master controller.
List<DamageNotification> applyDamageRequest(DamageRequest const& damageRequest);
void hitOther(EntityId targetEntityId, DamageRequest damageRequest);
void damagedOther(DamageNotification damageNotification);
List<DamageNotification> pullSelfDamageNotifications();
void applySelfDamageRequest(DamageRequest dr);
// Pulls recent incoming and outgoing damage notifications. In order for
// multiple viewers keep track of notifications and avoid duplicates, the
// damage notifications are indexed by a monotonically increasing 'step'
// value. Every call will return the recent damage notifications, along with
// another step value to pass into the function on the next call to get
// damage notifications SINCE the first call. If since is 0, returns all
// recent notifications available.
pair<List<DamageNotification>, uint64_t> damageTakenSince(uint64_t since = 0) const;
pair<List<pair<EntityId, DamageRequest>>, uint64_t> inflictedHitsSince(uint64_t since = 0) const;
pair<List<DamageNotification>, uint64_t> inflictedDamageSince(uint64_t since = 0) const;
void init(Entity* parentEntity, ActorMovementController* movementController);
void uninit();
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;
void tickMaster(float dt);
void tickSlave(float dt);
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const DirectivesGroup& parentDirectives() const;
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List<Drawable> drawables() const;
List<LightSource> lightSources() const;
List<OverheadBar> overheadBars();
// new audios and particles will only be generated on the client
List<AudioInstancePtr> pullNewAudios();
List<Particle> pullNewParticles();
Maybe<Json> receiveMessage(String const& message, bool localMessage, JsonArray const& args = {});
private:
typedef LuaMessageHandlingComponent<LuaActorMovementComponent<LuaUpdatableComponent<LuaWorldComponent<LuaBaseComponent>>>> StatScript;
struct EffectAnimator : public NetElement {
EffectAnimator(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;
Maybe<String> animationConfig;
NetworkedAnimator animator;
NetworkedAnimator::DynamicTarget dynamicTarget;
};
typedef NetElementDynamicGroup<EffectAnimator> EffectAnimatorGroup;
struct UniqueEffectMetadata : public NetElementSyncGroup {
UniqueEffectMetadata();
UniqueEffectMetadata(UniqueStatusEffect effect, Maybe<float> duration, Maybe<EntityId> sourceEntityId);
void netElementsNeedLoad(bool full) override;
void netElementsNeedStore() override;
UniqueStatusEffect effect;
Maybe<float> duration;
NetElementFloat durationNetState;
NetElementFloat maxDuration;
// If the sourceEntityId is not set here, this implies that the cause of
// the unique effect was the owning entity.
NetElementData<Maybe<EntityId>> sourceEntityId;
};
typedef NetElementDynamicGroup<UniqueEffectMetadata> UniqueEffectMetadataGroup;
struct PersistentEffectCategory {
Maybe<StatModifierGroupId> modifierEffectsGroupId;
List<StatModifier> statModifiers;
HashSet<UniqueStatusEffect> uniqueEffects;
};
struct UniqueEffectInstance {
UniqueStatusEffectConfig effectConfig;
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Directives parentDirectives;
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HashSet<StatModifierGroupId> modifierGroups;
StatScript script;
UniqueEffectMetadataGroup::ElementId metadataId;
EffectAnimatorGroup::ElementId animatorId;
};
void updateAnimators(float dt);
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void updatePersistentUniqueEffects();
float defaultUniqueEffectDuration(UniqueStatusEffect const& name) const;
void addUniqueEffect(UniqueStatusEffect const& effect, Maybe<float> duration, Maybe<EntityId> sourceEntityId);
void removeUniqueEffect(UniqueStatusEffect const& name);
void initPrimaryScript();
void uninitPrimaryScript();
void initUniqueEffectScript(UniqueEffectInstance& uniqueEffect);
void uninitUniqueEffectScript(UniqueEffectInstance& uniqueEffect);
LuaCallbacks makeUniqueEffectCallbacks(UniqueEffectInstance& uniqueEffect);
NetElementGroup m_netGroup;
StatCollection m_statCollection;
NetElementData<JsonObject> m_statusProperties;
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NetElementData<DirectivesGroup> m_parentDirectives;
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UniqueEffectMetadataGroup m_uniqueEffectMetadata;
EffectAnimatorGroup m_effectAnimators;
Entity* m_parentEntity;
ActorMovementController* m_movementController;
// Members below are only valid on the master entity
// there are two magic keys used for this map: 'entities' and 'environment' for StatusEffectEntity
// and environmentally applied persistent status effects, respectively
StringMap<PersistentEffectCategory> m_persistentEffects;
StableHashMap<UniqueStatusEffect, UniqueEffectInstance> m_uniqueEffects;
float m_minimumLiquidStatusEffectPercentage;
bool m_appliesEnvironmentStatusEffects;
bool m_appliesWeatherStatusEffects;
GameTimer m_environmentStatusEffectUpdateTimer;
Maybe<String> m_primaryAnimationConfig;
StatScript m_primaryScript;
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Directives m_primaryDirectives;
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EffectAnimatorGroup::ElementId m_primaryAnimatorId;
List<DamageNotification> m_pendingSelfDamageNotifications;
ObserverStream<pair<EntityId, DamageRequest>> m_recentHitsGiven;
ObserverStream<DamageNotification> m_recentDamageGiven;
ObserverStream<DamageNotification> m_recentDamageTaken;
};
}