[refactor] Initial ICombatant draft

This commit is contained in:
gsemaj
2022-04-11 10:26:57 -04:00
committed by gsemaj
parent 4f890a9c07
commit 2f3f8a3951
12 changed files with 505 additions and 440 deletions

View File

@@ -16,6 +16,16 @@ enum class EntityType : uint8_t {
BUS
};
enum class AIState {
INACTIVE,
ROAMING,
COMBAT,
RETREAT,
DEAD
};
class Chunk;
struct Entity {
EntityType kind = EntityType::INVALID;
int x = 0, y = 0, z = 0;
@@ -26,7 +36,7 @@ struct Entity {
// destructor must be virtual, apparently
virtual ~Entity() {}
virtual bool isAlive() { return true; }
virtual bool isExtant() { return true; }
// stubs
virtual void enterIntoViewOf(CNSocket *sock) = 0;
@@ -69,6 +79,24 @@ struct EntityRef {
}
};
/*
* Interfaces
*/
class ICombatant {
public:
ICombatant() {}
virtual ~ICombatant() {}
virtual int takeDamage(EntityRef, int) = 0;
virtual void heal(EntityRef, int) = 0;
virtual bool isAlive() = 0;
virtual int getCurrentHP() = 0;
virtual int32_t getID() = 0;
virtual void step(time_t currTime) = 0;
};
/*
* Subclasses
*/
@@ -98,15 +126,15 @@ public:
sNPCAppearanceData getAppearanceData();
};
struct CombatNPC : public BaseNPC {
struct CombatNPC : public BaseNPC, public ICombatant {
int maxHealth = 0;
int spawnX = 0;
int spawnY = 0;
int spawnZ = 0;
int level = 0;
int speed = 300;
void (*_stepAI)(CombatNPC*, time_t) = nullptr;
AIState state = AIState::INACTIVE;
int playersInView = 0; // for optimizing away AI in empty chunks
CombatNPC(int x, int y, int z, int angle, uint64_t iID, int t, int id, int maxHP)
: BaseNPC(angle, iID, t, id), maxHealth(maxHP) {
@@ -115,17 +143,30 @@ struct CombatNPC : public BaseNPC {
spawnZ = z;
}
virtual void stepAI(time_t currTime) {
if (_stepAI != nullptr)
_stepAI(this, currTime);
}
virtual bool isExtant() override { return hp > 0; }
virtual bool isAlive() override { return hp > 0; }
virtual int takeDamage(EntityRef src, int amt) override;
virtual void heal(EntityRef src, int amt) override;
virtual bool isAlive() override;
virtual int getCurrentHP() override;
virtual int32_t getID() override;
virtual void step(time_t currTime) override;
virtual void roamingStep(time_t currTime) {} // no-ops by default
virtual void combatStep(time_t currTime) {}
virtual void retreatStep(time_t currTime) {}
virtual void deadStep(time_t currTime) {}
virtual void transition(AIState newState, EntityRef src);
virtual void onInactive() {} // no-ops by default
virtual void onRoamStart() {}
virtual void onCombatStart(EntityRef src) {}
virtual void onRetreat() {}
virtual void onDeath(EntityRef src) {}
};
// Mob is in MobAI.hpp, Player is in Player.hpp
// TODO: decouple from BaseNPC
struct Egg : public BaseNPC {
bool summoned = false;
bool dead = false;
@@ -137,13 +178,12 @@ struct Egg : public BaseNPC {
kind = EntityType::EGG;
}
virtual bool isAlive() override { return !dead; }
virtual bool isExtant() override { return !dead; }
virtual void enterIntoViewOf(CNSocket *sock) override;
virtual void disappearFromViewOf(CNSocket *sock) override;
};
// TODO: decouple from BaseNPC
struct Bus : public BaseNPC {
Bus(int angle, uint64_t iID, int t, int id) :
BaseNPC(angle, iID, t, id) {