OpenFusion/src/Entities.hpp

191 lines
4.2 KiB
C++

#pragma once
#include "core/Core.hpp"
#include "Chunking.hpp"
#include <stdint.h>
#include <set>
enum EntityKind {
INVALID,
PLAYER,
SIMPLE_NPC,
COMBAT_NPC,
MOB,
EGG,
BUS
};
enum class AIState {
INACTIVE,
ROAMING,
COMBAT,
RETREAT,
DEAD
};
class Chunk;
struct Group;
struct Entity {
EntityKind kind = EntityKind::INVALID;
int x = 0, y = 0, z = 0;
uint64_t instanceID = 0;
ChunkPos chunkPos = {};
std::set<Chunk*> 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;
Group* group = nullptr;
int playersInView = 0; // for optimizing away AI in empty chunks
std::map<AIState, void (*)(CombatNPC*, time_t)> stateHandlers;
std::map<AIState, void (*)(CombatNPC*, EntityRef)> transitionHandlers;
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;
stateHandlers[AIState::INACTIVE] = {};
transitionHandlers[AIState::INACTIVE] = {};
}
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 transition(AIState newState, 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;
};