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[refactor] New buff framework (player implementation)
Get rid of `iConditionBitFlag` in favor of a system of individual buff objects that get composited to a bitflag on-the-fly. Buff objects can have callbacks for application, expiration, and tick, making them pretty flexible. Scripting languages can eventually use these for custom behavior, too. TODO: - Get rid of bitflag in BaseNPC - Apply buffs from passive nano powers - Apply buffs from active nano powers - Move eggs to new system - ???
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56
src/EntityRef.hpp
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56
src/EntityRef.hpp
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#pragma once
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#include "core/Core.hpp"
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/* forward declaration(s) */
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struct Entity;
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enum EntityKind {
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INVALID,
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PLAYER,
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SIMPLE_NPC,
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COMBAT_NPC,
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MOB,
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EGG,
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BUS
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};
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struct EntityRef {
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EntityKind kind;
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union {
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CNSocket *sock;
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int32_t id;
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};
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EntityRef(CNSocket *s);
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EntityRef(int32_t i);
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bool isValid() const;
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Entity *getEntity() const;
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bool operator==(const EntityRef& other) const {
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if (kind != other.kind)
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return false;
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if (kind == EntityKind::PLAYER)
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return sock == other.sock;
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return id == other.id;
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}
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bool operator!=(const EntityRef& other) const {
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return !(*this == other);
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}
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// arbitrary ordering
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bool operator<(const EntityRef& other) const {
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if (kind == other.kind) {
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if (kind == EntityKind::PLAYER)
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return sock < other.sock;
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else
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return id < other.id;
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}
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return kind < other.kind;
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}
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};
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