DarkflameServer/dScripts/FvMaelstromDragon.cpp

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#include "FvMaelstromDragon.h"
#include "EntityManager.h"
#include "SkillComponent.h"
#include "BaseCombatAIComponent.h"
#include "RenderComponent.h"
#include "DestroyableComponent.h"
void FvMaelstromDragon::OnStartup(Entity* self)
{
self->SetVar<int32_t>(u"weakspot", 0);
auto* baseCombatAIComponent = self->GetComponent<BaseCombatAIComponent>();
if (baseCombatAIComponent != nullptr)
{
baseCombatAIComponent->SetStunImmune(true);
}
}
void FvMaelstromDragon::OnDie(Entity* self, Entity* killer)
{
if (self->GetVar<bool>(u"bDied"))
{
return;
}
self->SetVar<bool>(u"bDied", true);
auto position = self->GetPosition();
auto rotation = self->GetRotation();
auto chestObject = 11229;
EntityInfo info {};
info.lot = chestObject;
info.pos = position;
info.rot = rotation;
info.spawnerID = self->GetObjectID();
auto* chest = EntityManager::Instance()->CreateEntity(info);
EntityManager::Instance()->ConstructEntity(chest);
auto golemId = self->GetVar<LWOOBJID>(u"Golem");
auto* golem = EntityManager::Instance()->GetEntity(golemId);
if (golem != nullptr)
{
golem->Smash(self->GetObjectID());
}
}
void FvMaelstromDragon::OnHitOrHealResult(Entity* self, Entity* attacker, int32_t damage)
{
GameMessages::SendPlayFXEffect(self, -1, u"gothit", "", LWOOBJID_EMPTY, 1, 1, true);
if (true)
{
auto weakpoint = self->GetVar<int32_t>(u"weakspot");
if (weakpoint == 1)
{
self->Smash(attacker->GetObjectID());
}
}
auto* destroyableComponent = self->GetComponent<DestroyableComponent>();
if (destroyableComponent != nullptr)
{
Game::logger->Log("FvMaelstromDragon", "Hit %i\n", destroyableComponent->GetArmor());
if (destroyableComponent->GetArmor() > 0) return;
auto weakpoint = self->GetVar<int32_t>(u"weakpoint");
if (weakpoint == 0)
{
Game::logger->Log("FvMaelstromDragon", "Activating weakpoint\n");
self->AddTimer("ReviveTimer", 12);
auto* baseCombatAIComponent = self->GetComponent<BaseCombatAIComponent>();
auto* skillComponent = self->GetComponent<SkillComponent>();
if (baseCombatAIComponent != nullptr)
{
baseCombatAIComponent->SetDisabled(true);
baseCombatAIComponent->SetStunned(true);
}
if (skillComponent != nullptr)
{
skillComponent->Interrupt();
}
self->SetVar<int32_t>(u"weakpoint", 2);
GameMessages::SendPlayAnimation(self, u"stunstart", 1.7f);
self->AddTimer("timeToStunLoop", 1);
auto position = self->GetPosition();
auto forward = self->GetRotation().GetForwardVector();
auto backwards = forward * -1;
forward.x *= 10;
forward.z *= 10;
auto rotation = self->GetRotation();
auto objectPosition = NiPoint3();
objectPosition.y = position.y;
objectPosition.x = position.x - (backwards.x * 8);
objectPosition.z = position.z - (backwards.z * 8);
auto golem = self->GetVar<int32_t>(u"DragonSmashingGolem");
EntityInfo info {};
info.lot = golem != 0 ? golem : 8340;
info.pos = objectPosition;
info.rot = rotation;
info.spawnerID = self->GetObjectID();
info.settings = {
new LDFData<std::string>(u"rebuild_activators",
std::to_string(objectPosition.x + forward.x) + "\x1f" +
std::to_string(objectPosition.y) + "\x1f" +
std::to_string(objectPosition.z + forward.z)
),
new LDFData<int32_t>(u"respawn", 100000),
new LDFData<float>(u"rebuild_reset_time", 15),
new LDFData<bool>(u"no_timed_spawn", true),
new LDFData<LWOOBJID>(u"Dragon", self->GetObjectID())
};
auto* golemObject = EntityManager::Instance()->CreateEntity(info);
EntityManager::Instance()->ConstructEntity(golemObject);
}
}
}
void FvMaelstromDragon::OnTimerDone(Entity* self, std::string timerName)
{
if (timerName == "ReviveHeldTimer")
{
self->AddTimer("backToAttack", 2.5);
}
else if (timerName == "ExposeWeakSpotTimer")
{
self->SetVar<int32_t>(u"weakspot", 1);
}
else if (timerName == "timeToStunLoop")
{
GameMessages::SendPlayAnimation(self, u"stunloop", 1.8f);
}
else if (timerName == "ReviveTimer")
{
GameMessages::SendPlayAnimation(self, u"stunend", 2.0f);
self->AddTimer("backToAttack", 1);
}
else if (timerName == "backToAttack")
{
auto* baseCombatAIComponent = self->GetComponent<BaseCombatAIComponent>();
auto* skillComponent = self->GetComponent<SkillComponent>();
if (baseCombatAIComponent != nullptr)
{
baseCombatAIComponent->SetDisabled(false);
baseCombatAIComponent->SetStunned(false);
}
if (skillComponent != nullptr)
{
skillComponent->Interrupt();
}
self->SetVar<int32_t>(u"weakspot", -1);
GameMessages::SendNotifyObject(self->GetObjectID(), self->GetObjectID(), u"DragonRevive", UNASSIGNED_SYSTEM_ADDRESS);
}
}
void
FvMaelstromDragon::OnFireEventServerSide(Entity *self, Entity *sender, std::string args, int32_t param1, int32_t param2,
int32_t param3)
{
if (args != "rebuildDone") return;
self->AddTimer("ExposeWeakSpotTimer", 3.8f);
self->CancelTimer("ReviveTimer");
self->AddTimer("ReviveHeldTimer", 10.5f);
self->SetVar<LWOOBJID>(u"Golem", sender->GetObjectID());
GameMessages::SendPlayAnimation(self, u"quickbuildhold", 1.9f);
}