2023-06-20 04:33:09 +00:00
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#ifndef STAR_TECH_CONTROLLER_HPP
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#define STAR_TECH_CONTROLLER_HPP
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#include "StarNetElementSystem.hpp"
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#include "StarNetworkedAnimator.hpp"
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#include "StarLuaComponents.hpp"
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#include "StarLuaActorMovementComponent.hpp"
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#include "StarTechDatabase.hpp"
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2023-06-25 08:12:54 +00:00
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#include "StarDirectives.hpp"
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2023-06-20 04:33:09 +00:00
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namespace Star {
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STAR_CLASS(TechController);
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STAR_CLASS(StatusController);
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// Class that acts as a movement controller for the parent entity that supports
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// a variety scriptable "Tech" that the entity can use that affect movement,
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// physics, sounds, particles, damage regions, etc. Network capable, and all
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// flags are sensibly set on both the client and server.
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class TechController : public NetElementGroup {
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public:
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enum class ParentState {
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Stand,
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Fly,
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Fall,
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Sit,
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Lay,
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Duck,
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Walk,
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Run,
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Swim
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};
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static EnumMap<ParentState> const ParentStateNames;
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TechController();
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Json diskStore();
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void diskLoad(Json const& store);
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void init(Entity* parentEntity, ActorMovementController* movementController, StatusController* statusController);
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void uninit();
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void setLoadedTech(StringList const& techModules, bool forceLoad = false);
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StringList loadedTech() const;
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void reloadTech();
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bool techOverridden() const;
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void setOverrideTech(StringList const& techModules);
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void clearOverrideTech();
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void setShouldRun(bool shouldRun);
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void beginPrimaryFire();
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void beginAltFire();
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void endPrimaryFire();
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void endAltFire();
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void moveUp();
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void moveDown();
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void moveLeft();
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void moveRight();
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void jump();
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void special(int specialKey);
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void setAimPosition(Vec2F const& aimPosition);
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2023-07-20 14:58:49 +00:00
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void tickMaster(float dt);
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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;
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bool toolUsageSuppressed() const;
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bool parentHidden() const;
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List<Drawable> backDrawables();
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List<Drawable> frontDrawables();
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List<LightSource> lightSources() const;
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List<AudioInstancePtr> pullNewAudios();
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List<Particle> pullNewParticles();
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Maybe<Json> receiveMessage(String const& message, bool localMessage, JsonArray const& args = {});
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private:
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struct TechAnimator : public NetElement {
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TechAnimator(Maybe<String> animationConfig = {});
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void initNetVersion(NetElementVersion const* version = nullptr) override;
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void netStore(DataStream& ds) const override;
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void netLoad(DataStream& ds) override;
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void enableNetInterpolation(float extrapolationHint = 0.0f) override;
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void disableNetInterpolation() override;
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void tickNetInterpolation(float dt) override;
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bool writeNetDelta(DataStream& ds, uint64_t fromVersion) const override;
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void readNetDelta(DataStream& ds, float interpolationTime = 0.0) override;
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void blankNetDelta(float interpolationTime) override;
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// If setting invisible, stops all playing audio
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void setVisible(bool visible);
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bool isVisible() const;
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Maybe<String> animationConfig;
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NetworkedAnimator animator;
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NetworkedAnimator::DynamicTarget dynamicTarget;
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NetElementBool visible;
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NetElementGroup netGroup;
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};
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typedef NetElementDynamicGroup<TechAnimator> TechAnimatorGroup;
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struct TechModule {
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TechConfig config;
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LuaMessageHandlingComponent<LuaStorableComponent<LuaActorMovementComponent<LuaUpdatableComponent<LuaWorldComponent<LuaBaseComponent>>>>>
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scriptComponent;
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bool visible;
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bool toolUsageSuppressed;
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Directives parentDirectives;
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TechAnimatorGroup::ElementId animatorId;
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};
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// Name of module, any existing module script data.
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void setupTechModules(List<tuple<String, JsonObject>> const& moduleInits);
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void unloadModule(TechModule& techModule);
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void initializeModules();
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void resetMoves();
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void updateAnimators(float dt);
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LuaCallbacks makeTechCallbacks(TechModule& techModule);
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Maybe<StringList> m_overriddenTech;
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LinkedList<TechModule> m_techModules;
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TechAnimatorGroup m_techAnimators;
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Entity* m_parentEntity;
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ActorMovementController* m_movementController;
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StatusController* m_statusController;
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bool m_moveRun;
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bool m_movePrimaryFire;
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bool m_moveAltFire;
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bool m_moveUp;
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bool m_moveDown;
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bool m_moveLeft;
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bool m_moveRight;
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bool m_moveJump;
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bool m_moveSpecial1;
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bool m_moveSpecial2;
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bool m_moveSpecial3;
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Vec2F m_aimPosition;
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NetElementData<Maybe<ParentState>> m_parentState;
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NetElementData<DirectivesGroup> m_parentDirectives;
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NetElementFloat m_xParentOffset;
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NetElementFloat m_yParentOffset;
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NetElementBool m_parentHidden;
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NetElementBool m_toolUsageSuppressed;
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};
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}
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#endif
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