2024-02-25 14:46:47 +00:00
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#pragma once
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2023-06-20 04:33:09 +00:00
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#include "StarEntity.hpp"
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#include "StarTileDamage.hpp"
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#include "StarInteractiveEntity.hpp"
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2023-08-20 14:59:02 +00:00
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#include "StarCollisionBlock.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(TileEntity);
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struct MaterialSpace {
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MaterialSpace();
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MaterialSpace(Vec2I space, MaterialId material);
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bool operator==(MaterialSpace const& rhs) const;
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Vec2I space;
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MaterialId material;
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Maybe<CollisionKind> prevCollision; //exclude from ==
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2023-06-20 04:33:09 +00:00
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};
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DataStream& operator<<(DataStream& ds, MaterialSpace const& materialSpace);
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DataStream& operator>>(DataStream& ds, MaterialSpace& materialSpace);
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// Entities that derive from TileEntity are those that can be placed in the
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// tile grid, and occupy tile spaces, possibly affecting collision.
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class TileEntity : public virtual InteractiveEntity {
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public:
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TileEntity();
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// position() here is simply the tilePosition (but Vec2F)
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virtual Vec2F position() const override;
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// The base tile position of this object.
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virtual Vec2I tilePosition() const = 0;
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virtual void setTilePosition(Vec2I const& pos) = 0;
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// TileEntities occupy the given spaces in tile space. This is relative to
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// the current base position, and may include negative positions. A 1x1
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// object would occupy just (0, 0).
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virtual List<Vec2I> spaces() const;
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// Blocks that should be marked as "root", so that they are non-destroyable
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// until this entity is destroyable. Should be outside of spaces(), and
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// after placement should remain static for the lifetime of the entity.
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virtual List<Vec2I> roots() const;
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// TileEntities may register some of their occupied spaces with metamaterials
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// to generate collidable regions
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virtual List<MaterialSpace> materialSpaces() const;
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// Returns whether the entity was destroyed
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virtual bool damageTiles(List<Vec2I> const& positions, Vec2F const& sourcePosition, TileDamage const& tileDamage);
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// Forces the tile entity to do an immediate check if it has been invalidly
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// placed in some way. The tile entity may do this check on its own, but
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// less often.
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virtual bool checkBroken() = 0;
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// If the entity accepts interaction through right clicking, by default,
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// returns false.
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virtual bool isInteractive() const override;
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// By default, does nothing. Will be called only on the server.
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virtual InteractAction interact(InteractRequest const& request) override;
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// Specific subset spaces that are interactive, by default, just returns
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// spaces()
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virtual List<Vec2I> interactiveSpaces() const;
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virtual List<QuestArcDescriptor> offeredQuests() const override;
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virtual StringSet turnInQuests() const override;
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virtual Vec2F questIndicatorPosition() const override;
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protected:
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// Checks whether any of a given spaces list (relative to current tile
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// position) is occupied by a real material. (Does not include tile
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// entities).
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bool anySpacesOccupied(List<Vec2I> const& relativeSpaces) const;
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// Checks that *all* spaces are occupied by a real material.
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bool allSpacesOccupied(List<Vec2I> const& relativeSpaces) const;
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float spacesLiquidFillLevel(List<Vec2I> const& relativeSpaces) const;
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};
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inline MaterialSpace::MaterialSpace()
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: material(NullMaterialId) {}
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inline MaterialSpace::MaterialSpace(Vec2I space, MaterialId material)
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: space(space), material(material) {}
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inline bool MaterialSpace::operator==(MaterialSpace const& rhs) const {
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return space == rhs.space
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&& material == rhs.material;
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2023-06-20 04:33:09 +00:00
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}
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}
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