mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-27 16:07:22 +00:00
121 lines
2.8 KiB
C++
121 lines
2.8 KiB
C++
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#include "SpawnBehavior.h"
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#include "BehaviorContext.h"
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#include "BehaviorBranchContext.h"
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#include "EntityManager.h"
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#include "Game.h"
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#include "dLogger.h"
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#include "DestroyableComponent.h"
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#include "RebuildComponent.h"
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void SpawnBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch)
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{
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auto* origin = EntityManager::Instance()->GetEntity(context->originator);
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if (origin == nullptr)
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{
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Game::logger->Log("SpawnBehavior", "Failed to find self entity (%llu)!\n", context->originator);
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return;
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}
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if (branch.isProjectile)
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{
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auto* target = EntityManager::Instance()->GetEntity(branch.target);
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if (target != nullptr)
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{
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origin = target;
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}
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}
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EntityInfo info;
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info.lot = this->m_lot;
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info.pos = origin->GetPosition();
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info.rot = origin->GetRotation();
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info.scale = 1;
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info.spawner = nullptr;
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info.spawnerID = context->originator;
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info.spawnerNodeID = 0;
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info.pos = info.pos + (info.rot.GetForwardVector() * m_Distance);
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auto* entity = EntityManager::Instance()->CreateEntity(
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info,
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nullptr,
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EntityManager::Instance()->GetEntity(context->originator)
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);
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if (entity == nullptr)
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{
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Game::logger->Log("SpawnBehavior", "Failed to spawn entity (%i)!\n", this->m_lot);
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return;
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}
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entity->SetOwnerOverride(context->originator);
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// Unset the flag to reposition the player, this makes it harder to glitch out of the map
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auto* rebuildComponent = entity->GetComponent<RebuildComponent>();
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if (rebuildComponent != nullptr)
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{
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rebuildComponent->SetRepositionPlayer(false);
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}
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EntityManager::Instance()->ConstructEntity(entity);
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if (branch.duration > 0)
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{
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context->RegisterTimerBehavior(this, branch, entity->GetObjectID());
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}
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if (branch.start != 0)
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{
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context->RegisterEndBehavior(this, branch, entity->GetObjectID());
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}
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entity->AddCallbackTimer(60, [entity] () {
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entity->Smash();
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});
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}
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void SpawnBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch)
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{
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Handle(context, bitStream, branch);
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}
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void SpawnBehavior::Timer(BehaviorContext* context, const BehaviorBranchContext branch, const LWOOBJID second)
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{
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auto* entity = EntityManager::Instance()->GetEntity(second);
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if (entity == nullptr)
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{
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Game::logger->Log("SpawnBehavior", "Failed to find spawned entity (%llu)!\n", second);
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return;
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}
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auto* destroyable = static_cast<DestroyableComponent*>(entity->GetComponent(COMPONENT_TYPE_DESTROYABLE));
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if (destroyable == nullptr)
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{
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entity->Smash(context->originator);
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return;
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}
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destroyable->Smash(second);
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}
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void SpawnBehavior::End(BehaviorContext* context, const BehaviorBranchContext branch, const LWOOBJID second)
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{
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Timer(context, branch, second);
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}
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void SpawnBehavior::Load()
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{
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this->m_lot = GetInt("LOT_ID");
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this->m_Distance = GetFloat("distance");
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}
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