ddnet/src/game/server/entities/dragger.h
2022-05-22 21:59:49 +02:00

46 lines
1.8 KiB
C++

/* (c) Shereef Marzouk. See "licence DDRace.txt" and the readme.txt in the root of the distribution for more information. */
#ifndef GAME_SERVER_ENTITIES_DRAGGER_H
#define GAME_SERVER_ENTITIES_DRAGGER_H
#include <game/server/entity.h>
class CDraggerBeam;
/**
* Draggers generate dragger beams which pull players towards their center similar to a tractor beam
*
* A dragger will only generate one dragger beam per team for the closest player for whom the following criteria are met:
* - The player is within the dragger range (sv_dragger_range).
* - The player is not a super player
* - The dragger is activated
* - The dragger beam to be generated is not blocked by laser stoppers (or solid blocks if IgnoreWalls is set to false)
* With the exception of solo players, for whom a dragger beam is always generated, regardless of the rest of the team,
* if the above criteria are met. Solo players have no influence on the generation of the dragger beam for the rest
* of the team.
* A created dragger beam remains for the selected player until one of the criteria is no longer fulfilled. Only then
* can a new dragger beam be created for that team, which may drag another team partner.
*/
class CDragger : public CEntity
{
// m_Core is the direction vector by which a dragger is shifted at each movement tick (every 150ms)
vec2 m_Core;
float m_Strength;
bool m_IgnoreWalls;
int m_EvalTick;
int m_TargetIdInTeam[MAX_CLIENTS];
CDraggerBeam *m_apDraggerBeam[MAX_CLIENTS];
void LookForPlayersToDrag();
public:
CDragger(CGameWorld *pGameWorld, vec2 Pos, float Strength, bool IgnoreWalls, int Layer = 0, int Number = 0);
void RemoveDraggerBeam(int ClientID);
void Reset() override;
void Tick() override;
void Snap(int SnappingClient) override;
};
#endif // GAME_SERVER_ENTITIES_DRAGGER_H