DarkflameServer/dScripts/EquipmentScripts/PersonalFortress.cpp

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#include "PersonalFortress.h"
#include "GameMessages.h"
#include "SkillComponent.h"
#include "DestroyableComponent.h"
#include "ControllablePhysicsComponent.h"
#include "EntityManager.h"
#include "eStateChangeType.h"
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void PersonalFortress::OnStartup(Entity* self) {
auto* owner = self->GetOwner();
self->AddTimer("FireSkill", 1.5);
auto* destroyableComponent = owner->GetComponent<DestroyableComponent>();
if (destroyableComponent) destroyableComponent->SetStatusImmunity(
eStateChangeType::PUSH,
true, true, true, true, true, false, true, false, false
);
auto* controllablePhysicsComponent = owner->GetComponent<ControllablePhysicsComponent>();
if (controllablePhysicsComponent) controllablePhysicsComponent->SetStunImmunity(
eStateChangeType::PUSH, LWOOBJID_EMPTY,
true, true, true, true, true, true
);
GameMessages::SendSetStunned(owner->GetObjectID(), eStateChangeType::PUSH, owner->GetSystemAddress(), LWOOBJID_EMPTY,
true, true, true, true, true, true, true, true, true
);
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EntityManager::Instance()->SerializeEntity(owner);
}
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void PersonalFortress::OnDie(Entity* self, Entity* killer) {
auto* owner = self->GetOwner();
auto* destroyableComponent = owner->GetComponent<DestroyableComponent>();
if (destroyableComponent) destroyableComponent->SetStatusImmunity(
eStateChangeType::POP,
true, true, true, true, true, false, true, false, false
);
auto* controllablePhysicsComponent = owner->GetComponent<ControllablePhysicsComponent>();
if (controllablePhysicsComponent) controllablePhysicsComponent->SetStunImmunity(
eStateChangeType::POP, LWOOBJID_EMPTY,
true, true, true, true, true, true
);
GameMessages::SendSetStunned(owner->GetObjectID(), eStateChangeType::POP, owner->GetSystemAddress(), LWOOBJID_EMPTY,
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true, true, true, true, true, true, true, true, true
);
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EntityManager::Instance()->SerializeEntity(owner);
}
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void PersonalFortress::OnTimerDone(Entity* self, std::string timerName) {
if (timerName == "FireSkill") {
auto* skillComponent = self->GetComponent<SkillComponent>();
if (skillComponent) skillComponent->CalculateBehavior(650, 13364, LWOOBJID_EMPTY, true, false);
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}
}