#pragma once #include "core/Core.hpp" #include "Chunking.hpp" #include #include enum class EntityKind : uint8_t { INVALID, PLAYER, SIMPLE_NPC, COMBAT_NPC, MOB, EGG, BUS }; enum class AIState { INACTIVE, ROAMING, COMBAT, RETREAT, DEAD }; class Chunk; struct Entity { EntityKind kind = EntityKind::INVALID; int x = 0, y = 0, z = 0; uint64_t instanceID = 0; ChunkPos chunkPos = {}; std::set viewableChunks = {}; // destructor must be virtual, apparently virtual ~Entity() {} virtual bool isExtant() { return true; } // stubs virtual void enterIntoViewOf(CNSocket *sock) = 0; virtual void disappearFromViewOf(CNSocket *sock) = 0; }; struct EntityRef { EntityKind kind; union { CNSocket *sock; int32_t id; }; EntityRef(CNSocket *s); EntityRef(int32_t i); bool isValid() const; Entity *getEntity() const; bool operator==(const EntityRef& other) const { if (kind != other.kind) return false; if (kind == EntityKind::PLAYER) return sock == other.sock; return id == other.id; } // arbitrary ordering bool operator<(const EntityRef& other) const { if (kind == other.kind) { if (kind == EntityKind::PLAYER) return sock < other.sock; else return id < other.id; } return kind < other.kind; } }; /* * 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 */ class BaseNPC : public Entity { public: int id; int type; int hp; int angle; int cbf; bool loopingPath = false; BaseNPC(int _A, uint64_t iID, int t, int _id) { type = t; hp = 400; angle = _A; cbf = 0; id = _id; instanceID = iID; }; virtual void enterIntoViewOf(CNSocket *sock) override; virtual void disappearFromViewOf(CNSocket *sock) override; sNPCAppearanceData getAppearanceData(); }; struct CombatNPC : public BaseNPC, public ICombatant { int maxHealth = 0; int spawnX = 0; int spawnY = 0; int spawnZ = 0; int level = 0; int speed = 300; 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) { spawnX = x; spawnY = y; spawnZ = z; } virtual bool isExtant() 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 struct Egg : public BaseNPC { bool summoned = false; bool dead = false; time_t deadUntil; Egg(uint64_t iID, int t, int32_t id, bool summon) : BaseNPC(0, iID, t, id) { summoned = summon; kind = EntityKind::EGG; } virtual bool isExtant() override { return !dead; } virtual void enterIntoViewOf(CNSocket *sock) override; virtual void disappearFromViewOf(CNSocket *sock) override; }; struct Bus : public BaseNPC { Bus(int angle, uint64_t iID, int t, int id) : BaseNPC(angle, iID, t, id) { kind = EntityKind::BUS; loopingPath = true; } virtual void enterIntoViewOf(CNSocket *sock) override; virtual void disappearFromViewOf(CNSocket *sock) override; };