mirror of
https://github.com/OpenFusionProject/OpenFusion.git
synced 2024-11-24 22:11:04 +00:00
176 lines
4.8 KiB
C++
176 lines
4.8 KiB
C++
#pragma once
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#include "core/Core.hpp"
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#include "EntityRef.hpp"
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#include "Buffs.hpp"
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#include "Chunking.hpp"
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#include "Groups.hpp"
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#include <set>
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#include <map>
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#include <functional>
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enum class AIState {
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INACTIVE,
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ROAMING,
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COMBAT,
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RETREAT,
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DEAD
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};
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struct Entity {
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EntityKind kind = EntityKind::INVALID;
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int x = 0, y = 0, z = 0;
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uint64_t instanceID = 0;
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ChunkPos chunkPos = {};
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std::set<Chunk*> viewableChunks = {};
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// destructor must be virtual, apparently
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virtual ~Entity() {}
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virtual bool isExtant() { return true; }
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// stubs
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virtual void enterIntoViewOf(CNSocket *sock) = 0;
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virtual void disappearFromViewOf(CNSocket *sock) = 0;
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};
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/*
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* Interfaces
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*/
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class ICombatant {
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public:
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ICombatant() {}
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virtual ~ICombatant() {}
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virtual bool addBuff(int, BuffCallback<int, BuffStack*>, BuffCallback<time_t>, BuffStack*) = 0;
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virtual Buff* getBuff(int) = 0;
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virtual void removeBuff(int) = 0;
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virtual void removeBuff(int, BuffClass) = 0;
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virtual void clearBuffs(bool) = 0;
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virtual bool hasBuff(int) = 0;
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virtual int getCompositeCondition() = 0;
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virtual int takeDamage(EntityRef, int) = 0;
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virtual int heal(EntityRef, int) = 0;
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virtual bool isAlive() = 0;
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virtual int getCurrentHP() = 0;
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virtual int getMaxHP() = 0;
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virtual int getLevel() = 0;
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virtual std::vector<EntityRef> getGroupMembers() = 0;
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virtual int32_t getCharType() = 0;
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virtual int32_t getID() = 0;
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virtual EntityRef getRef() = 0;
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virtual void step(time_t currTime) = 0;
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};
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/*
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* Subclasses
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*/
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class BaseNPC : public Entity {
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public:
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int id;
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int type;
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int hp;
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int angle;
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bool loopingPath = false;
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BaseNPC(int _A, uint64_t iID, int t, int _id) {
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kind = EntityKind::SIMPLE_NPC;
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type = t;
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hp = 400;
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angle = _A;
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id = _id;
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instanceID = iID;
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};
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virtual void enterIntoViewOf(CNSocket *sock) override;
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virtual void disappearFromViewOf(CNSocket *sock) override;
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virtual sNPCAppearanceData getAppearanceData();
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};
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struct CombatNPC : public BaseNPC, public ICombatant {
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int maxHealth = 0;
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int spawnX = 0;
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int spawnY = 0;
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int spawnZ = 0;
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int level = 0;
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int speed = 300;
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AIState state = AIState::INACTIVE;
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Group* group = nullptr;
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int playersInView = 0; // for optimizing away AI in empty chunks
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std::map<AIState, void (*)(CombatNPC*, time_t)> stateHandlers;
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std::map<AIState, void (*)(CombatNPC*, EntityRef)> transitionHandlers;
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std::unordered_map<int, Buff*> buffs = {};
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CombatNPC(int x, int y, int z, int angle, uint64_t iID, int t, int id, int maxHP)
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: BaseNPC(angle, iID, t, id), maxHealth(maxHP) {
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spawnX = x;
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spawnY = y;
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spawnZ = z;
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kind = EntityKind::COMBAT_NPC;
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stateHandlers[AIState::INACTIVE] = {};
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transitionHandlers[AIState::INACTIVE] = {};
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}
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virtual sNPCAppearanceData getAppearanceData() override;
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virtual bool isExtant() override { return hp > 0; }
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virtual bool addBuff(int buffId, BuffCallback<int, BuffStack*> onUpdate, BuffCallback<time_t> onTick, BuffStack* stack) override;
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virtual Buff* getBuff(int buffId) override;
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virtual void removeBuff(int buffId) override;
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virtual void removeBuff(int buffId, BuffClass buffClass) override;
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virtual void clearBuffs(bool force) override;
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virtual bool hasBuff(int buffId) override;
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virtual int getCompositeCondition() override;
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virtual int takeDamage(EntityRef src, int amt) override;
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virtual int heal(EntityRef src, int amt) override;
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virtual bool isAlive() override;
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virtual int getCurrentHP() override;
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virtual int getMaxHP() override;
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virtual int getLevel() override;
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virtual std::vector<EntityRef> getGroupMembers() override;
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virtual int32_t getCharType() override;
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virtual int32_t getID() override;
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virtual EntityRef getRef() override;
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virtual void step(time_t currTime) override;
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virtual void transition(AIState newState, EntityRef src);
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};
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// Mob is in MobAI.hpp, Player is in Player.hpp
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struct Egg : public BaseNPC {
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bool summoned = false;
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bool dead = false;
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time_t deadUntil;
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Egg(uint64_t iID, int t, int32_t id, bool summon)
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: BaseNPC(0, iID, t, id) {
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summoned = summon;
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kind = EntityKind::EGG;
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}
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virtual bool isExtant() override { return !dead; }
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virtual void enterIntoViewOf(CNSocket *sock) override;
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virtual void disappearFromViewOf(CNSocket *sock) override;
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};
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struct Bus : public BaseNPC {
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Bus(int angle, uint64_t iID, int t, int id) :
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BaseNPC(angle, iID, t, id) {
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kind = EntityKind::BUS;
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loopingPath = true;
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}
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virtual void enterIntoViewOf(CNSocket *sock) override;
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virtual void disappearFromViewOf(CNSocket *sock) override;
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};
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