DarkflameServer/dGame/dBehaviors/SpawnBehavior.cpp

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#include "SpawnBehavior.h"
#include "BehaviorContext.h"
#include "BehaviorBranchContext.h"
#include "EntityManager.h"
#include "Game.h"
#include "Logger.h"
#include "DestroyableComponent.h"
#include "QuickBuildComponent.h"
#include "Entity.h"
#include "EntityInfo.h"
#include "eReplicaComponentType.h"
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void SpawnBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
auto* origin = Game::entityManager->GetEntity(context->originator);
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if (origin == nullptr) {
LOG("Failed to find self entity (%llu)!", context->originator);
return;
}
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if (branch.isProjectile) {
auto* target = Game::entityManager->GetEntity(branch.target);
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if (target != nullptr) {
origin = target;
}
}
EntityInfo info;
info.lot = this->m_lot;
info.pos = origin->GetPosition();
info.rot = origin->GetRotation();
info.scale = 1;
info.spawner = nullptr;
info.spawnerID = context->originator;
info.spawnerNodeID = 0;
info.pos = info.pos + (info.rot.GetForwardVector() * m_Distance);
auto* entity = Game::entityManager->CreateEntity(
info,
nullptr,
Game::entityManager->GetEntity(context->originator)
);
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if (entity == nullptr) {
LOG("Failed to spawn entity (%i)!", this->m_lot);
return;
}
entity->SetOwnerOverride(context->originator);
// Unset the flag to reposition the player, this makes it harder to glitch out of the map
auto* quickBuildComponent = entity->GetComponent<QuickBuildComponent>();
if (quickBuildComponent != nullptr) {
quickBuildComponent->SetRepositionPlayer(false);
}
Game::entityManager->ConstructEntity(entity);
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if (branch.duration > 0) {
context->RegisterTimerBehavior(this, branch, entity->GetObjectID());
}
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if (branch.start != 0) {
context->RegisterEndBehavior(this, branch, entity->GetObjectID());
}
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entity->AddCallbackTimer(60, [entity]() {
entity->Smash();
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});
}
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void SpawnBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
Handle(context, bitStream, branch);
}
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void SpawnBehavior::Timer(BehaviorContext* context, const BehaviorBranchContext branch, const LWOOBJID second) {
auto* entity = Game::entityManager->GetEntity(second);
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if (entity == nullptr) {
LOG("Failed to find spawned entity (%llu)!", second);
return;
}
auto* destroyable = static_cast<DestroyableComponent*>(entity->GetComponent(eReplicaComponentType::DESTROYABLE));
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if (destroyable == nullptr) {
entity->Smash(context->originator);
return;
}
destroyable->Smash(second);
}
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void SpawnBehavior::End(BehaviorContext* context, const BehaviorBranchContext branch, const LWOOBJID second) {
Timer(context, branch, second);
}
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void SpawnBehavior::Load() {
this->m_lot = GetInt("LOT_ID");
this->m_Distance = GetFloat("distance");
}