DarkflameServer/dScripts/ai/AG/AgSpaceStuff.cpp

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#include "AgSpaceStuff.h"
#include "EntityInfo.h"
#include "GeneralUtils.h"
#include "GameMessages.h"
#include "EntityManager.h"
#include "RenderComponent.h"
#include "Entity.h"
void AgSpaceStuff::OnStartup(Entity* self) {
self->AddTimer("FloaterScale", 5.0f);
EntityInfo info{};
info.pos = { -418, 585, -30 };
info.lot = 33;
info.spawnerID = self->GetObjectID();
auto* ref = Game::entityManager->CreateEntity(info);
Game::entityManager->ConstructEntity(ref);
self->SetVar(u"ShakeObject", ref->GetObjectID());
self->AddTimer("ShipShakeIdle", 2.0f);
self->SetVar(u"RandomTime", 10);
}
void AgSpaceStuff::OnTimerDone(Entity* self, std::string timerName) {
if (timerName == "FloaterScale") {
int scaleType = GeneralUtils::GenerateRandomNumber<int>(1, 5);
RenderComponent::PlayAnimation(self, u"scale_0" + GeneralUtils::to_u16string(scaleType));
self->AddTimer("FloaterPath", 0.4);
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} else if (timerName == "FloaterPath") {
int pathType = GeneralUtils::GenerateRandomNumber<int>(1, 4);
int randTime = GeneralUtils::GenerateRandomNumber<int>(20, 25);
RenderComponent::PlayAnimation(self, u"path_0" + (GeneralUtils::to_u16string(pathType)));
self->AddTimer("FloaterScale", randTime);
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} else if (timerName == "ShipShakeExplode") {
DoShake(self, true);
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} else if (timerName == "ShipShakeIdle") {
DoShake(self, false);
}
}
void AgSpaceStuff::DoShake(Entity* self, bool explodeIdle) {
if (!explodeIdle) {
auto* ref = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(u"ShakeObject"));
const auto randomTime = self->GetVar<int>(u"RandomTime");
auto time = GeneralUtils::GenerateRandomNumber<int>(0, randomTime + 1);
if (time < randomTime / 2) {
time += randomTime / 2;
}
self->AddTimer("ShipShakeIdle", static_cast<float>(time));
if (ref)
GameMessages::SendPlayEmbeddedEffectOnAllClientsNearObject(ref, FXName, ref->GetObjectID(), 500.0f);
auto* debrisObject = GetEntityInGroup(DebrisFX);
if (debrisObject)
GameMessages::SendPlayFXEffect(debrisObject, -1, u"DebrisFall", "Debris", LWOOBJID_EMPTY, 1.0f, 1.0f, true);
const auto randomFx = GeneralUtils::GenerateRandomNumber<int>(0, 3);
auto* shipFxObject = GetEntityInGroup(ShipFX);
if (shipFxObject) {
std::string effectType = "shipboom" + std::to_string(randomFx);
GameMessages::SendPlayFXEffect(shipFxObject, 559, GeneralUtils::ASCIIToUTF16(effectType), "FX", LWOOBJID_EMPTY, 1.0f, 1.0f, true);
}
self->AddTimer("ShipShakeExplode", 5.0f);
auto* shipFxObject2 = GetEntityInGroup(ShipFX2);
if (shipFxObject2)
RenderComponent::PlayAnimation(shipFxObject2, u"explosion");
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} else {
auto* shipFxObject = GetEntityInGroup(ShipFX);
auto* shipFxObject2 = GetEntityInGroup(ShipFX2);
if (shipFxObject)
RenderComponent::PlayAnimation(shipFxObject, u"idle");
if (shipFxObject2)
RenderComponent::PlayAnimation(shipFxObject2, u"idle");
}
}
Entity* AgSpaceStuff::GetEntityInGroup(const std::string& group) {
auto entities = Game::entityManager->GetEntitiesInGroup(group);
Entity* en = nullptr;
for (auto entity : entities) {
if (entity) {
en = entity;
break;
}
}
return en;
}