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enum eModifiersTickType//bitmask
{
TICK = 1,
ACTIVATE_CHECK = 2,
DEACTIVATE_CHECK = 4,
}
class ModifierBase
{
int m_ID = 0;
ModifiersManager m_Manager;//the manager instance
string m_System = "Modifiers";
float m_ActivatedTime;//overall time this modifier was active
bool m_TrackActivatedTime;//should this modifier track overall time it was active ?
bool m_IsPersistent;//is this modifier saved to the DB ?
PlayerBase m_Player;
float m_TickIntervalInactive = 5;
float m_TickIntervalActive = 3;
bool m_IsActive;
bool m_ShouldBeActive;
float m_AccumulatedTimeActive;
float m_AccumulatedTimeInactive;
float m_LastTickedActive;
int m_TickType = (eModifiersTickType.TICK | eModifiersTickType.ACTIVATE_CHECK | eModifiersTickType.DEACTIVATE_CHECK);//some modifiers do not need to check activate condition, as they get activated by request
float m_LastTickedInactive;
bool m_IsLocked = false;
EActivationType m_ActivationType;
eModifierSyncIDs m_SyncID;//max 32 synced modifiers supported, 0 == no sync
PluginPlayerStatus m_ModulePlayerStatus;
void ModifierBase()
{
Class.CastTo(m_ModulePlayerStatus, GetPlugin(PluginPlayerStatus));
}
void InitBase(PlayerBase player, ModifiersManager manager)
{
m_Manager = manager;
m_Player = player;
Init();
}
void Init(){}
PlayerBase GetPlayer()
{
return m_Player;
}
bool IsPersistent()
{
return m_IsPersistent;
}
void MakeParamObjectPersistent(Param object)
{
m_Manager.m_ParamList.Insert(object);
}
void ResetLastTickTime()
{
m_LastTickedActive = 0;
}
string GetDebugText()
{
return "";
}
string GetDebugTextSimple()
{
return "";
}
void DisableActivateCheck()
{
m_TickType = (m_TickType & ~eModifiersTickType.ACTIVATE_CHECK);
}
void DisableDeactivateCheck()
{
m_TickType = (m_TickType & ~eModifiersTickType.DEACTIVATE_CHECK);
}
void Tick(float delta_time)
{
if( !m_IsActive && m_ShouldBeActive )
{
Activate();
}
if( m_IsActive )
{
m_AccumulatedTimeActive += delta_time;
if( m_AccumulatedTimeActive > m_TickIntervalActive )
{
if( m_TickType & eModifiersTickType.DEACTIVATE_CHECK && DeactivateCondition(m_Player) && !IsLocked() )
{
Deactivate();
}
else//if(m_TickType & eModifiersTickType.TICK)
{
m_ActivatedTime += m_AccumulatedTimeActive;
OnTick(m_Player, m_AccumulatedTimeActive);
}
m_AccumulatedTimeActive = 0;
}
}
else if(m_TickType & eModifiersTickType.ACTIVATE_CHECK)
{
m_AccumulatedTimeInactive += delta_time;
if( m_AccumulatedTimeInactive > m_TickIntervalInactive )
{
if( ActivateCondition(m_Player) )
{
if( !IsLocked() )
{
ActivateRequest(EActivationType.TRIGGER_EVENT_ON_ACTIVATION);
}
}
m_AccumulatedTimeInactive = 0;
}
}
}
bool IsActive()
{
return m_IsActive;
}
void SetLock(bool state)
{
m_IsLocked = state;
}
bool IsLocked()
{
return m_IsLocked;
}
bool IsTrackAttachedTime()
{
return m_TrackActivatedTime;
}
float GetAttachedTime()
{
return m_ActivatedTime;
}
void SetAttachedTime(float time)
{
m_ActivatedTime = time;
}
int GetModifierID()
{
return m_ID;
}
string GetName()
{
string name = ClassName();
int index_start = name.Length() - 4;
int index_end = name.Length();
name = name.SubstringInverted(name, index_start, index_end);
return name;
}
bool ActivateCondition(PlayerBase player)
{
return false;
}
bool DeactivateCondition(PlayerBase player)
{
return false;
}
//! is called when an inactive modifier gets activated during gameplay, is NOT called on activation upon player server connection(see OnReconnect)
void OnActivate(PlayerBase player)
{
}
//! is called when a modifier is being re-activated upon player server connection, use to activate systems which are not persistent and need to run alongside active modifiers
void OnReconnect(PlayerBase player)
{
}
void OnDeactivate(PlayerBase player)
{
}
void Activate()
{
m_IsActive = true;
m_Player.m_SyncedModifiers = (m_Player.m_SyncedModifiers | m_SyncID);
if( m_ActivationType == EActivationType.TRIGGER_EVENT_ON_ACTIVATION ) OnActivate(m_Player);
else if(m_ActivationType == EActivationType.TRIGGER_EVENT_ON_CONNECT ) OnReconnect(m_Player);
m_Player.SetSynchDirty();
}
void ActivateRequest(EActivationType trigger)
{
m_ShouldBeActive = true;
m_ActivationType = trigger;
}
void Deactivate(bool trigger = true)
{
if(!m_IsActive)
return;
m_Player.m_SyncedModifiers = (m_Player.m_SyncedModifiers & ~m_SyncID);
m_ShouldBeActive = false;
m_IsActive = false;
m_ActivatedTime = 0;
if(trigger)
OnDeactivate(m_Player);
}
void OnStoreSave( ParamsWriteContext ctx )
{
}
private void OnTick(PlayerBase player, float deltaT)
{
}
}
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