DarkflameServer/dScripts/AmShieldGenerator.cpp

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#include "AmShieldGenerator.h"
#include "EntityManager.h"
#include "DestroyableComponent.h"
#include "GameMessages.h"
#include "MovementAIComponent.h"
#include "BaseCombatAIComponent.h"
#include "SkillComponent.h"
void AmShieldGenerator::OnStartup(Entity* self) {
self->SetProximityRadius(20, "shield");
self->SetProximityRadius(21, "buffer");
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StartShield(self);
}
void AmShieldGenerator::OnProximityUpdate(Entity* self, Entity* entering, std::string name, std::string status) {
auto* destroyableComponent = entering->GetComponent<DestroyableComponent>();
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if (status == "ENTER" && name == "shield") {
if (destroyableComponent->HasFaction(4)) {
EnemyEnteredShield(self, entering);
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}
}
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if (name != "buffer" || !entering->IsPlayer()) {
return;
}
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auto entitiesInProximity = self->GetVar<std::vector<LWOOBJID>>(u"Players");
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if (status == "ENTER") {
const auto& iter = std::find(entitiesInProximity.begin(), entitiesInProximity.end(), entering->GetObjectID());
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if (iter == entitiesInProximity.end()) {
entitiesInProximity.push_back(entering->GetObjectID());
}
} else if (status == "LEAVE") {
const auto& iter = std::find(entitiesInProximity.begin(), entitiesInProximity.end(), entering->GetObjectID());
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if (iter != entitiesInProximity.end()) {
entitiesInProximity.erase(iter);
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}
}
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self->SetVar<std::vector<LWOOBJID>>(u"Players", entitiesInProximity);
}
void AmShieldGenerator::OnDie(Entity* self, Entity* killer) {
self->CancelAllTimers();
auto* child = EntityManager::Instance()->GetEntity(self->GetVar<LWOOBJID>(u"Child"));
if (child != nullptr) {
child->Kill();
}
}
void AmShieldGenerator::OnTimerDone(Entity* self, std::string timerName) {
if (timerName == "BuffPlayers") {
BuffPlayers(self);
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self->AddTimer("BuffPlayers", 3.0f);
} else if (timerName == "PlayFX") {
GameMessages::SendPlayFXEffect(self->GetObjectID(), 5351, u"generatorOn", "generatorOn");
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self->AddTimer("PlayFX", 1.5f);
} else if (timerName == "RefreshEnemies") {
auto enemiesInProximity = self->GetVar<std::vector<LWOOBJID>>(u"Enemies");
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for (const auto enemyID : enemiesInProximity) {
auto* enemy = EntityManager::Instance()->GetEntity(enemyID);
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if (enemy != nullptr) {
EnemyEnteredShield(self, enemy);
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}
}
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self->AddTimer("RefreshEnemies", 1.5f);
}
}
void AmShieldGenerator::StartShield(Entity* self) {
self->AddTimer("PlayFX", 1.5f);
self->AddTimer("BuffPlayers", 3.0f);
self->AddTimer("RefreshEnemies", 1.5f);
const auto myPos = self->GetPosition();
const auto myRot = self->GetRotation();
EntityInfo info{};
info.lot = 13111;
info.pos = myPos;
info.rot = myRot;
info.spawnerID = self->GetObjectID();
auto* child = EntityManager::Instance()->CreateEntity(info);
self->SetVar(u"Child", child->GetObjectID());
BuffPlayers(self);
}
void AmShieldGenerator::BuffPlayers(Entity* self) {
auto* skillComponent = self->GetComponent<SkillComponent>();
if (skillComponent == nullptr) {
return;
}
auto entitiesInProximity = self->GetVar<std::vector<LWOOBJID>>(u"Players");
for (const auto playerID : entitiesInProximity) {
auto* player = EntityManager::Instance()->GetEntity(playerID);
if (player == nullptr) {
return;
}
skillComponent->CalculateBehavior(1200, 27024, playerID, true);
}
}
void AmShieldGenerator::EnemyEnteredShield(Entity* self, Entity* intruder) {
auto* baseCombatAIComponent = intruder->GetComponent<BaseCombatAIComponent>();
auto* movementAIComponent = intruder->GetComponent<MovementAIComponent>();
if (baseCombatAIComponent == nullptr || movementAIComponent == nullptr) {
return;
}
auto dir = intruder->GetRotation().GetForwardVector() * -1;
dir.y += 15;
dir.x *= 50;
dir.z *= 50;
// TODO: Figure out how todo knockback, I'll stun them for now
if (NiPoint3::DistanceSquared(self->GetPosition(), movementAIComponent->GetCurrentPosition()) < 20 * 20) {
baseCombatAIComponent->Stun(2.0f);
movementAIComponent->SetDestination(baseCombatAIComponent->GetStartPosition());
}
baseCombatAIComponent->ClearThreat();
}