khanat-opennel-code/code/ryzom/client/src/user_entity.h
2010-06-13 16:58:11 +02:00

755 lines
25 KiB
C++

// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#ifndef CL_USER_ENTITY_H
#define CL_USER_ENTITY_H
/////////////
// INCLUDE //
/////////////
// Misc.
#include "nel/misc/types_nl.h"
#include "nel/misc/vector.h"
// 3D Interface.
#include "nel/3d/u_visual_collision_entity.h"
// Client DB
#include "cdb.h"
// Client
#include "player_cl.h"
#include "client_cfg.h"
// Std.
#include <list>
// sp_types
#include "game_share/sp_type.h"
// r2 types
#include "game_share/r2_types.h"
///////////
// USING //
///////////
using NLMISC::CVector;
using NL3D::UVisualCollisionEntity;
//using std::list;
class CItemImage;
///////////
// CLASS //
///////////
/**
* Class to manage an user entity.
* \author Guillaume PUZIN
* \author Nevrax France
* \date 2001
*/
class CUserEntity : public CPlayerCL
{
public:
enum TView
{
FirstPV = 0, // First Person View
ThirdPV // Third Person View
};
// Move To Actions
enum TMoveToAction
{
None = 0,
Attack,
Quarter,
Loot,
PickUp,
ExtractRM,
TradeItem,
TradePhrase,
TradePact,
Mission,
DynamicMission,
StaticMission,
CreateGuild,
News,
TradeTeleport,
TradeFaction,
TradeCosmetic,
Talk,
CombatPhrase,
Mount,
WebPage,
Outpost,
BuildTotem,
MissionRing,
};
public:
NLMISC_DECLARE_CLASS(CUserEntity);
/// Constructor
CUserEntity();
/// Destructor
virtual ~CUserEntity();
/// Build the entity from a sheet.
virtual bool build(const CEntitySheet *sheet);
/**
* Apply the motion to the entity.
*/
void applyMotion(CEntityCL *target);
/**
* Apply ForceLook (computed at prec applyMotion).
*/
void applyForceLook();
/**
* Update precollision
*/
virtual void updatePreCollision(const NLMISC::TTime &time, CEntityCL *target);
/**
* Update the position of the entity after the motion.
* \param target : pointer on the current target.
*/
virtual void updatePosCombatFloatChanged(CEntityCL *target);
/**
* Update the position of the entity after the motion.
* \param time : Time for the position of the entity after the motion.
* \param target : pointer on the current target.
*/
virtual void updatePos(const NLMISC::TTime &time, CEntityCL *target);
/** Update the PACS position after the evalCollision. The entity position is set too. This is fast.
* If the entity position is too far from its PACS position, setGlobalPosition is called.
* After this call, the position.z is valid.
*/
virtual void pacsFinalizeMove();
/**
* Update the sound management to play user steps
*/
void updateSound(const NLMISC::TTime &time);
virtual void snapToGround();
/**
* 'true' if the user is dead too much and have to be disconnected.
*/
bool permanentDeath() const {return _PermanentDeath;}
/// Method called to change the mode (Combat/Mount/etc.).
virtual bool mode(MBEHAV::EMode m);
/// Set the mode for the entity
virtual MBEHAV::EMode mode() const {return _Mode;}
/// Return the mount entity if the user is riding, otherwise NULL
CEntityCL* getMountEntity();
/// Return the DB entry for the specified user's animal (NULL if not found)
CCDBNodeBranch *getBeastDBEntry( CLFECOMMON::TClientDataSetIndex uid );
/** To Inform about an entity removed (to remove from selection for example).
* This will remove the entity from the target.
* \param slot : Slot of the entity that will be removed.
*/
virtual void slotRemoved(const CLFECOMMON::TCLEntityId &slot);
/** Change the entity selected.
* \param slot : slot now selected (CLFECOMMON::INVALID_SLOT for an empty selection).
* \warning Can be different from the entity targeted (in combat mode for example).
*/
virtual void selection(const CLFECOMMON::TCLEntityId &slot);
/** Return the entity selected.
* \return CLFECOMMON::TCLEntityId : slot currently selected (CLFECOMMON::INVALID_SLOT for an empty selection).
* \warning Can be different from the entity targeted (in combat mode for example).
*/
virtual const CLFECOMMON::TCLEntityId &selection() const {return _Selection;}
/** Set the trader (see also trader() and interlocutor())
* \param slot : trader slot (CLFECOMMON::INVALID_SLOT if no trader).
*/
virtual void trader(const CLFECOMMON::TCLEntityId &slot);
/** Return the trader entity that will be turned towards the user entity (client-side)
* and other stuff such as distance checking (see also interlocutor())
* \return CLFECOMMON::TCLEntityId : slot of the trader (CLFECOMMON::INVALID_SLOT if no trader).
*/
virtual const CLFECOMMON::TCLEntityId &trader() const {return _Trader;}
/** Set the current interlocutor entity that will be turned towards the user entity (client-side).
* This one is for dyn-chat, while trader() is for bot-chat.
* \param slot : interlocutor slot (CLFECOMMON::INVALID_SLOT if no interlocutor).
*/
void interlocutor( const CLFECOMMON::TCLEntityId &slot);
/** Return the current interlocutor entity that will be turned towards the user entity (client-side).
* This one is for dyn-chat, while trader() is for bot-chat.
* \return CLFECOMMON::TCLEntityId : slot of the interlocutor (CLFECOMMON::INVALID_SLOT if no interlocutor).
*/
const CLFECOMMON::TCLEntityId &interlocutor() const {return _Interlocutor;}
/// Method to place the user to attack the target and attack.
void moveToAttack();
/// Method to attack the target.
void attack();
/// Method to disengage the target.
void disengage();
/// Method to attack the target, with a special phrase
void attackWithPhrase();
/// your current target become the target of your current one.
void assist();
/// the entity target in the slot become the target of your current one.
void assist(uint slot);
/// Ask fot the client to sit/stand ('true' to sit).
bool sit(bool s);
/// Return true if the user can sit.
bool canSit() const;
/// Set the user away from keyboard (or not), txt can be customized
void setAFK(bool b, std::string afkTxt="");
/// Roll a dice and tell the result around
void rollDice(sint16 min, sint16 max);
/// return true if user can engage melee combat, else return false and display system msg
bool canEngageCombat();
/** \name VELOCITY
* Method to manage the user velocity.
*/
//@{
/**
* Set the velocity when the user walks.
* \param velocity : new velocity for the user when he walks.
*/
inline void walkVelocity(float velocity)
{
_WalkVelocity = velocity;
if(!_Run)
_CurrentVelocity = _WalkVelocity;
}
/**
* Get the velocity when the user walks.
* \return float : User velocity when he walks.
*/
inline float walkVelocity() const {return _WalkVelocity;}
/**
* Set the velocity when the user runs.
* \param velocity : new velocity for the user when he runs.
*/
inline void runVelocity(float velocity)
{
_RunVelocity = velocity;
if(_Run)
_CurrentVelocity = _RunVelocity;
}
/**
* Get the velocity when the user runs.
* \return float : User velocity when he runs.
*/
inline float runVelocity() const {return _RunVelocity;}
/**
* Get the current velocity of the user.
* \return float : Current User velocity.
*/
inline float currentVelocity() const {return _CurrentVelocity;}
/**
* Switch velocity between Run and Walk.
* \param userRequest : true if user asked it
*/
void switchVelocity(bool userRequest = true);
/**
* Test if user is running
*/
bool running() const { return _Run; }
//@}
/// Get the front velocity.
inline float frontVelocity() const {return _FrontVelocity;}
/// Set the front velocity.
inline void frontVelocity(float velocity) {_FrontVelocity = velocity;}
/// Get the lateral velocity.
inline float lateralVelocity() const {return _LateralVelocity;}
/// Set the lateral velocity.
inline void lateralVelocity(float velocity) {_LateralVelocity = velocity;}
// get the velocity vector of the entity
NLMISC::CVector getVelocity() const;
/// Check if the mount is able to run, and force walking mode if not
void checkMountAbleToRun();
/// Get Eyes Height.
float eyesHeight();
/// Set Eyes Height.
inline void eyesHeight(float h) {_EyesHeight = h;}
/// Head Pitch methods
void setHeadPitch(double hp);
double getHeadPitch() const {return _HeadPitch;}
void rotHeadVertically(float ang);
/// Get the playersheet
inline const CPlayerSheet *sheet() const {return _Sheet;}
/// rotate the body on the left or right (front changes).
void rotate(float ang);
/// TODO: Ben tests for landscape pacs bug
const NLPACS::UMovePrimitive *getMovePrimitive() const { return _Primitive; }
/// Remove the primitive
virtual void removePrimitive();
/// Create a primitive for the entity.
virtual void computePrimitive();
/// Remove the check primitive
void removeCheckPrimitive();
/// Is the user selectable (first or third person view for example).
bool selectable() const {return _Selectable;}
/// Set is the user is selectable or not.
void selectable(bool s) {_Selectable = s;}
/// Return if the user is already busy (combat/bo chat/loot/ etc.).
bool isBusy() const;
/// Return 'true' if the user is on a mount.
bool isOnMount() const {return _OnMount;}
/** \name DEBUG
* Methods only here for the debug.
*/
//@{
/// Display Debug Information.
virtual void displayDebug(float x, float &y, float lineStep);
//@}
void updateVisualDisplay();
/// Return 'true' is an attack animation is currently playing.
bool isAttacking() const {return _AnimAttackOn;}
/// Show/Hide the user light.
void light();
/// Display dmg/heal numbers above the head.
virtual void displayModifiers();
/** \name VIEW
* Methods about the view (First/Third Person View).
*/
//@{
/// Change the View (First/Third Person View).
void viewMode(TView viewMode, bool changeView=true);
/// Return the current View Mode.
TView viewMode() const {return _ViewMode;}
/// Toggle Camera (First/Third Person)
void toggleCamera();
//@}
/// Return the entity scale. (return 1.0 if there is any problem).
virtual float getScale() const;
/// Return 'true' is the entity is displayed.
virtual bool isVisible() const;
/// Return true if the user is indoor and the CFG want to force the FPV Indoor.
bool forceIndoorFPV();
bool moveTo() const {return (_MoveToSlot != CLFECOMMON::INVALID_SLOT);}
/// Return true if the User is following an entity.
bool follow() const {return _FollowMode;}
/// set true to resetCameraRot if you want that camera rotation follow
void enableFollow(bool resetCameraRot);
void disableFollow();
// when the user request to move the head pitch, stop the "follow mode" to force it
void stopForceHeadPitchInFollow();
/// Method to move to someone else. NB: resetAnyMoveTo() is called first
void moveTo(CLFECOMMON::TCLEntityId slot, double dist, TMoveToAction action);
/// Method to move to someone else for a mission. NB: resetAnyMoveTo() is called first
void moveToMission(CLFECOMMON::TCLEntityId slot, double dist, uint32 id);
/// Method to move to someone else for a ring mission. NB: resetAnyMoveTo() is called first
void moveToMissionRing(CLFECOMMON::TCLEntityId slot, double dist, uint32 id);
/** Method to move to someone else, for foraging extraction
* The caller MUST call after CSPhraseManager::clientExecute(), to increment action counter
* NB: resetAnyMoveTo() is called first
*/
void moveToExtractionPhrase(CLFECOMMON::TCLEntityId slot, double dist, uint phraseMemoryLine, uint phraseMemorySlot, bool cyclic);
/** Method to begin a spire construction
* The caller MUST call after CSPhraseManager::clientExecute(), to increment action counter
* NB: resetAnyMoveTo() is called first
*/
void moveToTotemBuildingPhrase(CLFECOMMON::TCLEntityId slot, double dist, uint phraseMemoryLine, uint phraseMemorySlot, bool cyclic);
/// Reset any MoveTo. NB: if the current moveTo is a moveToCombatPhrase() or a moveToExtractionPhrase(), decrement action counter
void resetAnyMoveTo();
/** Launch the Action Once the Move is done.
* \param CEntityCL * : pointer on the destination entity.
* \warning entity pointer must be valid(allocated).
*/
void moveToAction(CEntityCL *ent);
/// Send the position and orientation to the server.
bool sendToServer(NLMISC::CBitMemStream &out);
/// Fill the msg to know if the user is well placed to fight.
bool msgForCombatPos(NLMISC::CBitMemStream &out);
/// Check the User Position according to the server code.
void checkPos();
/// Check a position according to the server code.
bool testPacsPos(NLMISC::CVectorD& pos);
/// Teleport the player (remove selection, re-init checkPos, etc.).
void tp(const NLMISC::CVectorD &dest);
/// Teleport the player to correct his position.
void correctPos(const NLMISC::CVectorD &dest);
/// Skill Up
void skillUp();
/// get the level of the player (max of all skills)
sint getLevel() const;
/// After a few time, if the user is still in collision with someone else, remove collisions with other entitites.
void startColTimer();
/// Called when the user is no more in collision with another entity.
void stopColTimer();
/// Make the character transparent if the mouse is under it (params is if we must make it transparent or opaque)
virtual void makeTransparent(bool t);
virtual void setDiffuse(bool onOff, NLMISC::CRGBA diffuse);
/// false if in first person mode
virtual bool canCastShadowMap() const;
/// Return the Entity Current Speed.
virtual double speed() const;
/// assert(target). NB: this engage (moveToCombatPhrase) if in melee and to far, or directly launch the action
void executeCombatWithPhrase(CEntityCL *target, uint32 memoryLine, uint32 memoryIndex, bool cyclic);
/// equip with the last weapon used of with the best weapon that can be found in inventory
void autoEquipWithLastUsedWeapons();
/// save the last weapon(s) used in fight or weapons in hand before tool auto-equip
void rememberWeaponsInHand();
/// overriden beginCast method
virtual void beginCast(const MBEHAV::CBehaviour &behaviour);
/// Return the walk speed applicable when riding
float getMountWalkVelocity() const { return _MountSpeeds.getWalkSpeed(); }
/// Return the run speed applicable when riding
float getMountRunVelocity() const { return _MountSpeeds.getRunSpeed(); }
/// \name R2 specific
// @{
// R2 char mode (player, dm, anim, edit) NB: automatically affect the camera max distance and player run/walk speed
void setR2CharMode(R2::TCharMode mode);
R2::TCharMode getR2CharMode() const {return _R2CharMode;}
// re-update view camera dist max, and walk/run speed according to current R2 char mode
void flushR2CharMode() {setR2CharMode(_R2CharMode);}
// @}
// When a player control a npc (in a ring shard) then he must adapt his speed on the Npc speed.
void updateNpcContolSpeed();
bool isInNpcControl() const;
/// cancel current action
void cancelAllPhrases();
/// true if current behaviour allows to change front
bool canChangeFront();
protected:
class CSpeedFactor : public ICDBNode::IPropertyObserver
{
public:
/// Initialize
void init();
/// Release
void release();
/// Return the speed factor.
float getValue() const {return _Value;}
virtual void serial(class NLMISC::IStream &f) throw(NLMISC::EStream) {f.serial(_Value);}
protected:
/// Method called when the ping message is back.
virtual void update(ICDBNode* leaf);
private:
float _Value;
};
class CMountHunger
{
public:
/// Initialize
void init();
/// Release
void release();
/// Return true if the mount can run. Precondition: UserEntity->isRiding().
bool canRun() const;
virtual void serial(class NLMISC::IStream &/* f */) throw(NLMISC::EStream) {}
};
class CMountSpeeds : public ICDBNode::IPropertyObserver
{
public:
/// Initialize
void init();
/// Release
void release();
/// Return the walk speed when riding
float getWalkSpeed() const { return _WalkSpeed; }
/// Return the run speed when riding
float getRunSpeed() const { return _RunSpeed; }
protected:
/// Method called when the value is changed
virtual void update(ICDBNode* leaf);
private:
float _WalkSpeed;
float _RunSpeed;
};
/// Speed Factor to use for the user sent by the server to respect magical spells
CSpeedFactor _SpeedFactor;
/// The current maximum speed of the mount (if any)
CMountHunger _MountHunger;
/// An observer of the current mount speeds
CMountSpeeds _MountSpeeds;
/// Velocity : Front and Lateral
float _FrontVelocity;
float _LateralVelocity;
/// Head Pitch
double _HeadPitch;
/// Height of the eyes (camera).
float _EyesHeight;
/// 'True' if the user is running else is walking.
bool _Run;
/// 'True' if the user & mount should run but are walking because of the mount unability to run
bool _RunWhenAble;
/// Speed when the user walks.
float _WalkVelocity;
/// Speed when the user runs.
float _RunVelocity;
/// Current User Velocity.
float _CurrentVelocity;
/// Slot Currently Selected (can be different from _TargetSlot).
CLFECOMMON::TCLEntityId _Selection;
/// Trader Slot (bot chat)
CLFECOMMON::TCLEntityId _Trader;
/// Interlocutor Slot (dyn chat)
CLFECOMMON::TCLEntityId _Interlocutor;
bool _Selectable;
bool _PermanentDeath;
bool _FollowMode;
/// Last position validated by the Check system
NLMISC::CVectorD _LastPositionValidated;
/// Last Validated Global Position.
NLPACS::UGlobalPosition _LastGPosValidated;
/// Last Global Position sent to the server (in fact it's a normal position sent).
NLPACS::UGlobalPosition _LastGPosSent;
/// Primitive used to check if the server will accept the current move.
NLPACS::UMovePrimitive *_CheckPrimitive;
CLFECOMMON::TCLEntityId _MoveToSlot;
double _MoveToDist;
TMoveToAction _MoveToAction;
uint _MoveToPhraseMemoryLine; // used for extraction as well
uint _MoveToPhraseMemorySlot; // used for extraction phrase as well
bool _MoveToPhraseCyclic;
uint32 _MoveToMissionId; // Used for both mission option and mission ring
/// Time in MS when the User started beiing in collision with anything that avoid him to do an Action (and still is).
sint64 _MoveToColStartTime;
/// CSkill points observer
class CSkillPointsObserver : public ICDBNode::IPropertyObserver
{
public :
uint SpType;
/// From ICDBNode::IPropertyObserver
virtual void update(ICDBNode* node );
};
CSkillPointsObserver _SkillPointObs[EGSPD::CSPType::EndSPType];
/// Fame observer
class CFameObserver : public ICDBNode::IPropertyObserver
{
public :
uint32 FactionIndex;
/// From ICDBNode::IPropertyObserver
virtual void update(ICDBNode* node );
};
std::vector<CFameObserver *> _FamesObs;
protected:
/// Initialize properties of the entity (according to the class).
virtual void initProperties();
/// Update Entity Position.
virtual void updateVisualPropertyPos (const NLMISC::TGameCycle &gameCycle, const sint64 &prop, const NLMISC::TGameCycle &pI);
/// Update Entity Orientation.
virtual void updateVisualPropertyOrient (const NLMISC::TGameCycle &gameCycle, const sint64 &prop);
/// Update Entity Behaviour.
virtual void updateVisualPropertyBehaviour (const NLMISC::TGameCycle &gameCycle, const sint64 &prop);
/// Update Entity Name.
virtual void updateVisualPropertyName (const NLMISC::TGameCycle &gameCycle, const sint64 &prop);
/// Update Entity Target.
virtual void updateVisualPropertyTarget (const NLMISC::TGameCycle &gameCycle, const sint64 &prop);
/// Update Entity Mode.
virtual void updateVisualPropertyMode (const NLMISC::TGameCycle &gameCycle, const sint64 &prop);
/// Update Entity Visual Property A
virtual void updateVisualPropertyVpa (const NLMISC::TGameCycle &gameCycle, const sint64 &prop);
/// Update Entity Visual Property B
virtual void updateVisualPropertyVpb (const NLMISC::TGameCycle &gameCycle, const sint64 &prop);
/// Update Entity Visual Property C
virtual void updateVisualPropertyVpc (const NLMISC::TGameCycle &gameCycle, const sint64 &prop);
/// Update Entity Mount
virtual void updateVisualPropertyEntityMounted (const NLMISC::TGameCycle &gameCycle, const sint64 &prop);
/// Update Entity Rider
virtual void updateVisualPropertyRiderEntity (const NLMISC::TGameCycle &gameCycle, const sint64 &prop);
/// Target lists
virtual void updateVisualPropertyTargetList (const NLMISC::TGameCycle &gameCycle, const sint64 &prop, uint listIndex);
/// visual fx
virtual void updateVisualPropertyVisualFX (const NLMISC::TGameCycle &gameCycle, const sint64 &prop);
/// PVP Mode
virtual void updateVisualPropertyPvpMode (const NLMISC::TGameCycle &gameCycle, const sint64 &prop);
/// Pvp Outpost
virtual void updateVisualPropertyOutpostInfos (const NLMISC::TGameCycle &gameCycle, const sint64 &prop);
/// Pvp Clan
virtual void updateVisualPropertyPvpClan (const NLMISC::TGameCycle &gameCycle, const sint64 &prop);
/// Apply the behaviour for the user.
virtual void applyBehaviour(const CBehaviourContext &behaviour);
/// Method to Flag the character as dead and do everything needed.
virtual void setDead();
/// Mount the mount in _Mount
void setOnMount();
/** Return the current max speed for the entity in meter per sec
* The method return a max according to the speed factor (given by the server)
* It's also return a value according to the landscape (water)
* Also managed mounts
*/
virtual double getMaxSpeed() const;
/// Read/Write Variables from/to the stream.
virtual void readWrite(class NLMISC::IStream &f) throw(NLMISC::EStream);
/// To call after a read from a stream to re-initialize the entity.
virtual void load();
/// Extract RM from a select forage source
void extractRM();
/// Build a Totem
void buildTotem();
private:
/// TO know if the user is on a mount at the moment.
bool _OnMount;
/// Is the attack animation is currently playing.
bool _AnimAttackOn;
/// Current View Mode (First/Third Person View).
TView _ViewMode;
/// 'true' if the collisions between the user and other entities are removed.
bool _ColRemoved;
/// 'true' if the User is in collision with someone else.
bool _ColOn;
/// Time in MS when the User started beiing in collision with another entity (and still is).
sint64 _ColStartTime;
/// Force Look also modify the head pitch in First person
bool _FollowForceHeadPitch;
/// The Head Offset to follow is kept here.
float _FollowHeadOffset;
/// Check if the user is not already well placed.
void moveToCheckStartDist(CLFECOMMON::TCLEntityId slot, double dist, TMoveToAction action);
/// forceLook an entity (follow or moveTo)
CLFECOMMON::TCLEntityId _ForceLookSlot;
void forceLookEntity(const NLMISC::CVectorD &dir2targ, bool updateHeadPitch, bool start = false);
void startForceLookEntity(CLFECOMMON::TCLEntityId slot);
/** Method to move to someone else, for special melee combat
* The caller MUST call after CSPhraseManager::clientExecute(), to increment action counter
* NB: resetAnyMoveTo() is called first
*/
void moveToCombatPhrase(CLFECOMMON::TCLEntityId slot, double dist, uint phraseMemoryLine, uint phraseMemorySlot, bool phraseCyclic);
/// For executeCombatWithPhrase
CLFECOMMON::TCLEntityId _LastExecuteCombatSlot;
/// R2: to know in wich mode is the current entity (affect camera view and run speed)
R2::TCharMode _R2CharMode;
/// snapshot of a CItemImage
struct CItemSnapshot
{
uint32 Sheet;
uint16 Quality;
uint16 Quantity;
uint8 UserColor;
uint32 Price;
uint32 Weight;
uint32 NameId;
uint8 InfoVersion;
CItemSnapshot()
{
Sheet = 0;
Quality = 0;
Quantity = 0;
UserColor = 0;
Price = 0;
Weight = 0;
NameId = 0;
InfoVersion = 0;
}
CItemSnapshot( const CItemImage& i );
};
/// previous items in hand before they have been changed by an auto-equip due to an action (ex: forage)
CItemSnapshot _PreviousRightHandItem;
CItemSnapshot _PreviousLeftHandItem;
};
/// Out game received position
extern NLMISC::CVectorD UserEntityInitPos;
extern NLMISC::CVector UserEntityInitFront;
extern CUserEntity *UserEntity;
/// char and account time properties
extern uint32 CharFirstConnectedTime;
extern uint32 CharPlayedTime;
/// Max distance between player and extracted forage source
extern const double MaxExtractionDistance;
#endif // CL_USER_ENTITY_H
/* End of user_entity.h */