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path: root/code/pawn/component/movement/BaseControllerComponent.cs
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using System;
using System.Collections.Generic;
using Sandbox;

namespace MurderGame;

/// <summary>
///     Component designed for movement, only 1 per pawn.
/// </summary>
public class BaseControllerComponent : EntityComponent<Player>, ISingletonComponent
{
	internal HashSet<string> Events = new(StringComparer.OrdinalIgnoreCase);

	internal HashSet<string> Tags;
	public Vector3 WishVelocity { get; set; }

	public virtual void Simulate( IClient cl )
	{
	}

	public virtual void FrameSimulate( IClient cl )
	{
	}

	public virtual void BuildInput()
	{
	}

	/// <summary>
	///     Call OnEvent for each event
	/// </summary>
	public virtual void RunEvents( BaseControllerComponent additionalController )
	{
		if ( Events == null )
		{
			return;
		}

		foreach ( var e in Events )
		{
			OnEvent( e );
			additionalController?.OnEvent( e );
		}
	}

	/// <summary>
	///     An event has been triggered - maybe handle it
	/// </summary>
	public virtual void OnEvent( string name )
	{
	}

	/// <summary>
	///     Returns true if we have this event
	/// </summary>
	public bool HasEvent( string eventName )
	{
		if ( Events == null )
		{
			return false;
		}

		return Events.Contains( eventName );
	}

	/// <summary>
	/// </summary>
	public bool HasTag( string tagName )
	{
		if ( Tags == null )
		{
			return false;
		}

		return Tags.Contains( tagName );
	}


	/// <summary>
	///     Allows the controller to pass events to other systems
	///     while staying abstracted.
	///     For example, it could pass a "jump" event, which could then
	///     be picked up by the playeranimator to trigger a jump animation,
	///     and picked up by the player to play a jump sound.
	/// </summary>
	public void AddEvent( string eventName )
	{
		// TODO - shall we allow passing data with the event?

		if ( Events == null )
		{
			Events = new HashSet<string>();
		}

		if ( Events.Contains( eventName ) )
		{
			return;
		}

		Events.Add( eventName );
	}


	/// <summary>
	/// </summary>
	public void SetTag( string tagName )
	{
		// TODO - shall we allow passing data with the event?

		Tags ??= new HashSet<string>();

		if ( Tags.Contains( tagName ) )
		{
			return;
		}

		Tags.Add( tagName );
	}
}