Plasma Engine  2.0
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plPowerConnectorComponent Class Reference

This component is for propagating the flow of power in cables or fluid in pipes and determine whether it arrives at a receiver. More...

#include <PowerConnectorComponent.h>

Inheritance diagram for plPowerConnectorComponent:

Public Member Functions

virtual void SerializeComponent (plWorldWriter &inout_stream) const override
 Override this to save the current state of the component to the given stream.
 
virtual void DeserializeComponent (plWorldReader &inout_stream) override
 Override this to load the current state of the component from the given stream.
 
void SetOutput (plUInt16 value)
 Sets how much output (of whatever kind) this connector produces.
 
plUInt16 GetOutput () const
 
void SetBuddy (plGameObjectHandle hObject)
 
void SetConnectedTo (plGameObjectHandle hObject)
 
bool IsConnected () const
 Whether the connector is currently connected to another connector.
 
bool IsAttached () const
 Whether the connector is physically attached to another connector.
 
void Detach ()
 
void Attach (plGameObjectHandle hObject)
 
- Public Member Functions inherited from plComponent
void SetActiveFlag (bool bEnabled)
 Sets the active flag of the component, which affects its active state.
 
bool GetActiveFlag () const
 Checks whether the 'active flag' is set on this component. Note that this does not mean that the component is also 'active'.
 
bool IsActive () const
 Checks whether this component is in an active state.
 
bool IsActiveAndInitialized () const
 Returns whether this component is active and initialized.
 
bool IsActiveAndSimulating () const
 Whether the component is currently active and simulation has been started as well.
 
plComponentManagerBaseGetOwningManager ()
 Returns the corresponding manager for this component.
 
const plComponentManagerBaseGetOwningManager () const
 Returns the corresponding manager for this component.
 
plGameObjectGetOwner ()
 Returns the owner game object if the component is attached to one or nullptr.
 
const plGameObjectGetOwner () const
 Returns the owner game object if the component is attached to one or nullptr.
 
plWorldGetWorld ()
 Returns the corresponding world for this component.
 
const plWorldGetWorld () const
 Returns the corresponding world for this component.
 
plComponentHandle GetHandle () const
 Returns a handle to this component.
 
plUInt32 GetUniqueID () const
 Returns the unique id for this component.
 
void SetUniqueID (plUInt32 uiUniqueID)
 Sets the unique id for this component.
 
void EnsureInitialized ()
 Ensures that the component is initialized. Must only be called from another component's Initialize callback.
 
void EnsureSimulationStarted ()
 Ensures that the OnSimulationStarted method has been called. Must only be called from another component's OnSimulationStarted callback.
 
PL_ALWAYS_INLINE bool SendMessage (plMessage &ref_msg)
 Sends a message to this component.
 
PL_ALWAYS_INLINE bool SendMessage (plMessage &ref_msg) const
 
void PostMessage (const plMessage &msg, plTime delay=plTime::MakeZero(), plObjectMsgQueueType::Enum queueType=plObjectMsgQueueType::NextFrame) const
 Queues the message for the given phase. The message is processed after the given delay in the corresponding phase.
 
virtual bool HandlesMessage (const plMessage &msg) const
 Returns whether the given Message is handled by this component.
 
void SetUserFlag (plUInt8 uiFlagIndex, bool bSet)
 Be careful to check which flags may already be in use by base classes.
 
bool GetUserFlag (plUInt8 uiFlagIndex) const
 Retrieves a custom flag. Index must be between 0 and 7.
 
void SetCreatedByPrefab ()
 Adds plObjectFlags::CreatedByPrefab to the component. See the flag for details.
 
bool WasCreatedByPrefab () const
 Checks whether the plObjectFlags::CreatedByPrefab flag is set on this component.
 
- Public Member Functions inherited from plReflectedClass
virtual const plRTTIGetDynamicRTTI () const
 
bool IsInstanceOf (const plRTTI *pType) const
 Returns whether the type of this instance is of the given type or derived from it.
 
template<typename T >
PL_ALWAYS_INLINE bool IsInstanceOf () const
 Returns whether the type of this instance is of the given type or derived from it.
 

Protected Member Functions

virtual void OnDeactivated () override
 This method is called when the component gets deactivated.
 
virtual void OnSimulationStarted () override
 This method is called once for active components, at the start of the next world update, but only when the world is simulated.
 
void SetBuddyReference (const char *szReference)
 
void SetConnectedToReference (const char *szReference)
 
void ConnectToSocket (plGameObjectHandle hSocket)
 
void SetInput (plUInt16 value)
 
void OnMsgSensorDetectedObjectsChanged (plMsgSensorDetectedObjectsChanged &msg)
 Whenever a plMsgSensorDetectedObjectsChanged arrives, the connector attempts to connect to the reported object.
 
void OnMsgObjectGrabbed (plMsgObjectGrabbed &msg)
 Whenever the connector gets grabbed, it detaches from its current connection.
 
void InputChanged (plUInt16 uiPrevInput, plUInt16 uiInput)
 
void OutputChanged (plUInt16 uiOutput)
 
- Protected Member Functions inherited from plComponent
 plComponent ()
 Keep the constructor private or protected in derived classes, so it cannot be called manually.
 
bool IsDynamic () const
 Returns whether this component is dynamic and thus can only be attached to dynamic game objects.
 
virtual plWorldModuleTypeId GetTypeId () const =0
 
virtual plComponentMode::Enum GetMode () const =0
 
virtual void Initialize ()
 Can be overridden for basic initialization that depends on a valid hierarchy and position.
 
virtual void Deinitialize ()
 This method is called before the component is destroyed. A derived type can override this method to do common de-initialization work.
 
virtual void OnActivated ()
 This method is called when the component gets activated.
 
void EnableUnhandledMessageHandler (bool enable)
 By default disabled. Enable to have OnUnhandledMessage() called for every unhandled message.
 
virtual bool OnUnhandledMessage (plMessage &msg, bool bWasPostedMsg)
 When EnableUnhandledMessageHandler() was activated, this is called for all messages for which there is no dedicated message handler.
 
virtual bool OnUnhandledMessage (plMessage &msg, bool bWasPostedMsg) const
 When EnableUnhandledMessageHandler() was activated, this is called for all messages for which there is no dedicated message handler.
 
bool IsInitialized () const
 
bool IsInitializing () const
 
bool IsSimulationStarted () const
 

Protected Attributes

plTime m_DetachTime
 
plGameObjectHandle m_hAttachPoint
 
plGameObjectHandle m_hGrabbedBy
 
plUInt16 m_uiOutput = 0
 
plUInt16 m_uiInput = 0
 
plGameObjectHandle m_hBuddy
 
plGameObjectHandle m_hConnectedTo
 
- Protected Attributes inherited from plComponent
const plRTTIm_pMessageDispatchType = nullptr
 Messages will be dispatched to this type. Default is what GetDynamicRTTI() returns, can be redirected if necessary.
 

Additional Inherited Members

- Static Public Member Functions inherited from plNoBase
static const plRTTIGetStaticRTTI ()
 

Detailed Description

This component is for propagating the flow of power in cables or fluid in pipes and determine whether it arrives at a receiver.

This component is meant for building puzzles where you have to connect the right objects to power something. It uses physics constraints to physically connect two pieces and have them snap together. It also reacts to being grabbed (plMsgObjectGrabbed) to disconnect.

On its own this component doesn't do anything. However, it can be set to be 'connected' to another object with an plPowerConnectorComponent, in which case it would propagate its own 'output' as the 'input' on that component. If its output is non-zero and thus the input on the connected component is also non-zero, the other component will post plEventMsgSetPowerInput, to which a script can react and for example switch a light on.

Connectors are bi-directional ("full duplex"), so they can have both an input and an output and the two values are independent of each other. That means power can flow in both or just one direction and therefore it is not important with which end a cable gets connected to something.

To enable building things like cables, each plPowerConnectorComponent can also have a 'buddy', which is an object on which another plPowerConnectorComponent exists. If a connector gets input, that input value is propagated to the buddy as its output value. Thus when a cable gets input on one end, the other end (if it is properly set as the buddy) will output that value. So if that end is also 'connected' to something, the output will be further propagated as the 'input' on that object. This can go through many hops until the value reaches the final connector (if you build a circular chain it will stop when it reaches the starting point).

The component automatically connects to another object when it receives a plMsgSensorDetectedObjectsChanged, so it should have a child object with a sensor. The sensor should use a dedicated spatial category to search for markers where it can connect.

To have a sensor (or other effects) only active when the connector is grabbed, put them in a child object with the name "ActiveWhenGrabbed" and disable the object by default. The parent plPowerConnectorComponent will toggle the active flag of that object when it gets grabbed or let go.

To build a cable, don't forget to set each end as the 'buddy' of the other end.

Member Function Documentation

◆ DeserializeComponent()

void plPowerConnectorComponent::DeserializeComponent ( plWorldReader & inout_stream)
overridevirtual

Override this to load the current state of the component from the given stream.

The active state will be automatically serialized. The 'initialized' state is not serialized, all components will be initialized after creation, even if they were already in an initialized state when they were serialized.

Reimplemented from plComponent.

◆ OnDeactivated()

void plPowerConnectorComponent::OnDeactivated ( )
overrideprotectedvirtual

This method is called when the component gets deactivated.

Upon destruction, a component that is active first gets deactivated. Therefore OnDeactivated() should be used for typical game code cleanup.

See also
OnActivated(), OnDeactivated(), Initialize(), Deinitialize(), OnSimulationStarted()

Reimplemented from plComponent.

◆ OnMsgObjectGrabbed()

void plPowerConnectorComponent::OnMsgObjectGrabbed ( plMsgObjectGrabbed & msg)
protected

Whenever the connector gets grabbed, it detaches from its current connection.

It also toggles the active flag of the child object with the name "ActiveWhenGrabbed". So to only have it connect to other connectors when grabbed, put the sensor component into such a child object.

◆ OnSimulationStarted()

void plPowerConnectorComponent::OnSimulationStarted ( )
overrideprotectedvirtual

This method is called once for active components, at the start of the next world update, but only when the world is simulated.

This is the one preferred method to setup typical game logic. In a pure game environment there is no practical difference between OnActivated() and OnSimulationStarted(), as OnSimulationStarted() will be called right after OnActivated().

However, when a scene is open inside the editor, there is an important difference: OnActivated() is called once the component was created. OnSimulationStarted() is only called once the game simulation is started inside the editor. As an example, if a component starts a sound in OnActivated(), that sound will play right after the scene has been loaded into the editor. If instead the sound gets started in OnSimulationStarted(), it will only play once the user starts the game mode inside the editor.

Additionally, OnSimulationStarted() is only ever executed once on a component, even if the plWorld pauses and resumes world simulation multiple times. Thus components that should only execute a thing exactly once, will work correctly. In contrast OnActivated() and OnDeactivated() will be executed every time the component's active state is toggled, which could re-execute the same behavior multiple times.

See also
OnActivated(), OnDeactivated(), Initialize(), Deinitialize(), OnSimulationStarted()

Reimplemented from plComponent.

◆ SerializeComponent()

void plPowerConnectorComponent::SerializeComponent ( plWorldWriter & inout_stream) const
overridevirtual

Override this to save the current state of the component to the given stream.

Reimplemented from plComponent.

◆ SetOutput()

void plPowerConnectorComponent::SetOutput ( plUInt16 value)

Sets how much output (of whatever kind) this connector produces.

If this is zero, it is either a receiver, or a pass-through connector, e.g. a cable, or just currently inactive. If this is non-zero, it acts like a source, and when another connector gets connected to it, that output will be propagated through the connection/buddy chain.


The documentation for this class was generated from the following files: