191 lines
5.6 KiB
C++
191 lines
5.6 KiB
C++
#pragma once
|
|
|
|
#include "StarOrderedMap.hpp"
|
|
#include "StarEntity.hpp"
|
|
#include "StarNetElementSystem.hpp"
|
|
#include "StarScriptedEntity.hpp"
|
|
#include "StarStatusEffectEntity.hpp"
|
|
#include "StarPhysicsEntity.hpp"
|
|
#include "StarEffectEmitter.hpp"
|
|
#include "StarMovementController.hpp"
|
|
#include "StarParticle.hpp"
|
|
#include "StarLuaComponents.hpp"
|
|
|
|
namespace Star {
|
|
|
|
STAR_CLASS(World);
|
|
STAR_CLASS(RenderCallback);
|
|
STAR_STRUCT(ProjectileConfig);
|
|
|
|
STAR_CLASS(Projectile);
|
|
|
|
class Projectile : public virtual Entity, public virtual ScriptedEntity, public virtual PhysicsEntity, public virtual StatusEffectEntity {
|
|
public:
|
|
Projectile(ProjectileConfigPtr const& config, Json const& parameters);
|
|
Projectile(ProjectileConfigPtr const& config, DataStreamBuffer& netState);
|
|
|
|
ByteArray netStore() const;
|
|
|
|
EntityType entityType() const override;
|
|
|
|
void init(World* world, EntityId entityId, EntityMode mode) override;
|
|
void uninit() override;
|
|
|
|
String typeName() const;
|
|
String description() const override;
|
|
|
|
Vec2F position() const override;
|
|
RectF metaBoundBox() const override;
|
|
|
|
bool ephemeral() const override;
|
|
ClientEntityMode clientEntityMode() const override;
|
|
bool masterOnly() const override;
|
|
|
|
pair<ByteArray, uint64_t> writeNetState(uint64_t fromVersion = 0) override;
|
|
void readNetState(ByteArray data, float interpolationTime = 0.0f) override;
|
|
|
|
void enableInterpolation(float extrapolationHint = 0.0f) override;
|
|
void disableInterpolation() override;
|
|
|
|
// If the bullet time to live has run out, or if it has collided, etc this
|
|
// will return true.
|
|
bool shouldDestroy() const override;
|
|
void destroy(RenderCallback* renderCallback) override;
|
|
|
|
List<DamageSource> damageSources() const override;
|
|
void hitOther(EntityId targetEntityId, DamageRequest const& dr) override;
|
|
|
|
void update(float dt, uint64_t currentStep) override;
|
|
void render(RenderCallback* renderCallback) override;
|
|
void renderLightSources(RenderCallback* renderCallback) override;
|
|
|
|
Maybe<Json> receiveMessage(ConnectionId sendingConnection, String const& message, JsonArray const& args) override;
|
|
|
|
Maybe<LuaValue> callScript(String const& func, LuaVariadic<LuaValue> const& args) override;
|
|
Maybe<LuaValue> evalScript(String const& code) override;
|
|
|
|
String projectileType() const;
|
|
|
|
// InitialPosition, InitialDirection, InitialVelocity, PowerMultiplier, and
|
|
// additional status effects must be set before the projectile is added to
|
|
// the world
|
|
|
|
float initialSpeed() const;
|
|
void setInitialSpeed(float speed);
|
|
|
|
void setInitialPosition(Vec2F const& position);
|
|
void setInitialDirection(Vec2F const& direction);
|
|
// Overrides internal "speed" parameter
|
|
void setInitialVelocity(Vec2F const& velocity);
|
|
|
|
void setReferenceVelocity(Maybe<Vec2F> const& velocity);
|
|
|
|
float powerMultiplier() const;
|
|
void setPowerMultiplier(float multiplier);
|
|
|
|
// If trackSource is true, then the projectile will (while the entity exists)
|
|
// attempt to track the change in position of the parent entity and move
|
|
// relative to it.
|
|
void setSourceEntity(EntityId source, bool trackSource);
|
|
EntityId sourceEntity() const;
|
|
|
|
List<PersistentStatusEffect> statusEffects() const override;
|
|
PolyF statusEffectArea() const override;
|
|
|
|
List<PhysicsForceRegion> forceRegions() const override;
|
|
size_t movingCollisionCount() const override;
|
|
Maybe<PhysicsMovingCollision> movingCollision(size_t positionIndex) const override;
|
|
|
|
using Entity::setTeam;
|
|
|
|
private:
|
|
struct PhysicsForceConfig {
|
|
PhysicsForceRegion forceRegion;
|
|
NetElementBool enabled;
|
|
};
|
|
|
|
struct PhysicsCollisionConfig {
|
|
PhysicsMovingCollision movingCollision;
|
|
NetElementBool enabled;
|
|
};
|
|
|
|
static List<Particle> sparkBlock(World* world, Vec2I const& position, Vec2F const& damageSource);
|
|
|
|
int getFrame() const;
|
|
void setFrame(int frame);
|
|
String drawableFrame();
|
|
|
|
void processAction(Json const& action);
|
|
void tickShared(float dt);
|
|
|
|
void setup();
|
|
|
|
LuaCallbacks makeProjectileCallbacks();
|
|
|
|
void renderPendingRenderables(RenderCallback* renderCallback);
|
|
|
|
ProjectileConfigPtr m_config;
|
|
Json m_parameters;
|
|
|
|
// used when projectiles are fired from a moving entity and should include its velocity
|
|
Maybe<Vec2F> m_referenceVelocity;
|
|
|
|
// Individual projectile parameters. Defaults come from m_config, but can be
|
|
// overridden by parameters.
|
|
float m_acceleration;
|
|
float m_initialSpeed;
|
|
float m_power;
|
|
float m_powerMultiplier;
|
|
Directives m_imageDirectives;
|
|
String m_imageSuffix;
|
|
Json m_damageTeam;
|
|
String m_damageKind;
|
|
DamageType m_damageType;
|
|
Maybe<String> m_damageRepeatGroup;
|
|
Maybe<float> m_damageRepeatTimeout;
|
|
|
|
bool m_rayCheckToSource;
|
|
bool m_falldown;
|
|
bool m_hydrophobic;
|
|
bool m_onlyHitTerrain;
|
|
|
|
Maybe<String> m_collisionSound;
|
|
String m_persistentAudioFile;
|
|
AudioInstancePtr m_persistentAudio;
|
|
|
|
List<tuple<GameTimer, bool, Json>> m_periodicActions;
|
|
|
|
NetElementTopGroup m_netGroup;
|
|
MovementControllerPtr m_movementController;
|
|
EffectEmitterPtr m_effectEmitter;
|
|
float m_timeToLive;
|
|
|
|
Line2F m_travelLine;
|
|
EntityId m_sourceEntity;
|
|
bool m_trackSourceEntity;
|
|
Vec2F m_lastEntityPosition;
|
|
|
|
int m_bounces;
|
|
|
|
int m_frame;
|
|
float m_animationTimer;
|
|
float m_animationCycle;
|
|
|
|
// not quite the same thing as m_collision, used for triggering actionOnCollide
|
|
bool m_wasColliding;
|
|
NetElementEvent m_collisionEvent;
|
|
|
|
bool m_collision;
|
|
Vec2I m_collisionTile;
|
|
Vec2I m_lastNonCollidingTile;
|
|
|
|
mutable LuaMessageHandlingComponent<LuaUpdatableComponent<LuaWorldComponent<LuaBaseComponent>>> m_scriptComponent;
|
|
|
|
OrderedHashMap<String, PhysicsForceConfig> m_physicsForces;
|
|
OrderedHashMap<String, PhysicsCollisionConfig> m_physicsCollisions;
|
|
|
|
List<Variant<AudioInstancePtr, Particle, LightSource>> m_pendingRenderables;
|
|
};
|
|
|
|
}
|