DarkflameServer/dScripts/02_server/Enemy/General/BaseEnemyApe.cpp

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#include "BaseEnemyApe.h"
#include "BaseCombatAIComponent.h"
#include "DestroyableComponent.h"
#include "GameMessages.h"
#include "EntityManager.h"
#include "EntityInfo.h"
#include "SkillComponent.h"
#include "eAnimationFlags.h"
#include "RenderComponent.h"
#include "eStateChangeType.h"
void BaseEnemyApe::OnStartup(Entity* self) {
self->SetVar<uint32_t>(u"timesStunned", 2);
self->SetVar<bool>(u"knockedOut", false);
}
void BaseEnemyApe::OnDie(Entity* self, Entity* killer) {
auto* anchor = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(u"QB"));
if (anchor != nullptr && !anchor->GetIsDead()) {
anchor->Smash(self->GetObjectID(), eKillType::SILENT);
}
}
void BaseEnemyApe::OnSkillCast(Entity* self, uint32_t skillID) {
const auto groundPoundSkill = self->GetVar<uint32_t>(u"GroundPoundSkill") != 0 ? self->GetVar<uint32_t>(u"GroundPoundSkill") : 725;
const auto spawnQuickBuildTime = self->GetVar<float_t>(u"spawnQBTime") != 0.0f ? self->GetVar<float_t>(u"spawnQBTime") : 5.0f;
if (skillID == groundPoundSkill && self->GetVar<LWOOBJID>(u"QB") == LWOOBJID_EMPTY) {
self->AddTimer("spawnQBTime", spawnQuickBuildTime);
}
}
void BaseEnemyApe::OnHit(Entity* self, Entity* attacker) {
auto* destroyableComponent = self->GetComponent<DestroyableComponent>();
if (destroyableComponent != nullptr && destroyableComponent->GetArmor() < 1 && !self->GetBoolean(u"knockedOut")) {
StunApe(self, true);
self->CancelTimer("spawnQBTime");
auto* skillComponent = self->GetComponent<SkillComponent>();
if (skillComponent) {
skillComponent->Reset();
}
RenderComponent::PlayAnimation(self, u"disable", 1.7f);
GameMessages::SendChangeIdleFlags(self->GetObjectID(), eAnimationFlags::IDLE_NONE, eAnimationFlags::IDLE_COMBAT, UNASSIGNED_SYSTEM_ADDRESS);
const auto reviveTime = self->GetVar<float_t>(u"reviveTime") != 0.0f
? self->GetVar<float_t>(u"reviveTime") : 12.0f;
self->AddTimer("reviveTime", reviveTime);
}
}
void BaseEnemyApe::OnTimerDone(Entity* self, std::string timerName) {
if (timerName == "reviveTime") {
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// Revives the ape, giving it back some armor
const auto timesStunned = self->GetVar<uint32_t>(u"timesStunned");
auto* destroyableComponent = self->GetComponent<DestroyableComponent>();
if (destroyableComponent != nullptr) {
destroyableComponent->SetArmor(destroyableComponent->GetMaxArmor() / timesStunned);
}
Game::entityManager->SerializeEntity(self);
GameMessages::SendChangeIdleFlags(self->GetObjectID(), eAnimationFlags::IDLE_COMBAT, eAnimationFlags::IDLE_NONE, UNASSIGNED_SYSTEM_ADDRESS);
self->SetVar<uint32_t>(u"timesStunned", timesStunned + 1);
StunApe(self, false);
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} else if (timerName == "spawnQBTime" && self->GetVar<LWOOBJID>(u"QB") == LWOOBJID_EMPTY) {
// Spawn QB in front of ape.
const auto position = self->GetPosition();
const auto rotation = self->GetRotation();
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const auto backwardVector = rotation.GetForwardVector() * -1;
const auto objectPosition = NiPoint3(
position.GetX() - (backwardVector.GetX() * 8),
position.GetY(),
position.GetZ() - (backwardVector.GetZ() * 8)
);
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EntityInfo entityInfo{};
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entityInfo.pos = position;
entityInfo.rot = rotation;
entityInfo.pos.SetY(entityInfo.pos.GetY() + 13.0f);
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entityInfo.spawnerID = self->GetObjectID();
entityInfo.lot = self->GetVar<LOT>(u"QuickbuildAnchorLOT") != 0
? self->GetVar<LOT>(u"QuickbuildAnchorLOT") : 7549;
entityInfo.settings = {
new LDFData<std::string>(u"rebuild_activators",
std::to_string(objectPosition.GetX()) + "\x1f" +
std::to_string(objectPosition.GetY()) + "\x1f" +
std::to_string(objectPosition.GetZ())
),
new LDFData<bool>(u"no_timed_spawn", true),
new LDFData<LWOOBJID>(u"ape", self->GetObjectID())
};
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auto* anchor = Game::entityManager->CreateEntity(entityInfo);
Game::entityManager->ConstructEntity(anchor);
self->SetVar<LWOOBJID>(u"QB", anchor->GetObjectID());
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} else if (timerName == "anchorDamageTimer") {
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// Attacks the ape with some god skill
const auto* player = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(u"smasher"));
if (player == nullptr) {
return;
}
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auto* skillComponent = self->GetComponent<SkillComponent>();
if (skillComponent != nullptr) {
skillComponent->CalculateBehavior(1273, 29446, self->GetObjectID(), true, false, player->GetObjectID());
}
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self->SetVar<LWOOBJID>(u"QB", LWOOBJID_EMPTY);
}
}
void BaseEnemyApe::OnFireEventServerSide(Entity* self, Entity* sender, std::string args, int32_t param1, int32_t param2,
int32_t param3) {
if (args == "rebuildDone" && sender != nullptr) {
self->SetVar<LWOOBJID>(u"smasher", sender->GetObjectID());
const auto anchorDamageDelayTime = self->GetVar<float_t>(u"AnchorDamageDelayTime") != 0.0f ? self->GetVar<float_t>(u"AnchorDamageDelayTime") : 0.5f;
self->AddTimer("anchorDamageTimer", anchorDamageDelayTime);
}
}
void BaseEnemyApe::StunApe(Entity* self, bool stunState) {
auto* combatAIComponent = self->GetComponent<BaseCombatAIComponent>();
if (combatAIComponent != nullptr) {
combatAIComponent->SetDisabled(stunState);
combatAIComponent->SetStunned(stunState);
auto* skillComponent = self->GetComponent<SkillComponent>();
if (skillComponent != nullptr) {
skillComponent->Interrupt();
}
GameMessages::SendSetStunned(self->GetObjectID(), stunState ? eStateChangeType::PUSH : eStateChangeType::POP, UNASSIGNED_SYSTEM_ADDRESS, self->GetObjectID(),
true, true, true, true, true,
true, true, true, true);
self->SetBoolean(u"knockedOut", stunState);
}
}