2021-12-05 17:54:36 +00:00
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#include "AmShieldGenerator.h"
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#include "EntityManager.h"
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#include "DestroyableComponent.h"
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#include "GameMessages.h"
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2023-01-07 05:17:05 +00:00
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#include "EntityInfo.h"
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2021-12-05 17:54:36 +00:00
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#include "MovementAIComponent.h"
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#include "BaseCombatAIComponent.h"
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#include "SkillComponent.h"
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void AmShieldGenerator::OnStartup(Entity* self) {
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self->SetProximityRadius(20, "shield");
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self->SetProximityRadius(21, "buffer");
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2021-12-05 17:54:36 +00:00
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StartShield(self);
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}
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void AmShieldGenerator::OnProximityUpdate(Entity* self, Entity* entering, std::string name, std::string status) {
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auto* destroyableComponent = entering->GetComponent<DestroyableComponent>();
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2021-12-05 17:54:36 +00:00
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if (status == "ENTER" && name == "shield") {
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if (destroyableComponent->HasFaction(4)) {
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EnemyEnteredShield(self, entering);
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}
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2021-12-05 17:54:36 +00:00
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}
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2021-12-05 17:54:36 +00:00
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if (name != "buffer" || !entering->IsPlayer()) {
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return;
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}
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auto entitiesInProximity = self->GetVar<std::vector<LWOOBJID>>(u"Players");
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2021-12-05 17:54:36 +00:00
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if (status == "ENTER") {
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const auto& iter = std::find(entitiesInProximity.begin(), entitiesInProximity.end(), entering->GetObjectID());
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if (iter == entitiesInProximity.end()) {
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entitiesInProximity.push_back(entering->GetObjectID());
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}
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} else if (status == "LEAVE") {
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const auto& iter = std::find(entitiesInProximity.begin(), entitiesInProximity.end(), entering->GetObjectID());
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if (iter != entitiesInProximity.end()) {
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entitiesInProximity.erase(iter);
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}
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}
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self->SetVar<std::vector<LWOOBJID>>(u"Players", entitiesInProximity);
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}
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void AmShieldGenerator::OnDie(Entity* self, Entity* killer) {
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self->CancelAllTimers();
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auto* child = EntityManager::Instance()->GetEntity(self->GetVar<LWOOBJID>(u"Child"));
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if (child != nullptr) {
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child->Kill();
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}
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}
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void AmShieldGenerator::OnTimerDone(Entity* self, std::string timerName) {
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if (timerName == "BuffPlayers") {
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BuffPlayers(self);
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self->AddTimer("BuffPlayers", 3.0f);
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} else if (timerName == "PlayFX") {
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GameMessages::SendPlayFXEffect(self->GetObjectID(), 5351, u"generatorOn", "generatorOn");
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self->AddTimer("PlayFX", 1.5f);
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} else if (timerName == "RefreshEnemies") {
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auto enemiesInProximity = self->GetVar<std::vector<LWOOBJID>>(u"Enemies");
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for (const auto enemyID : enemiesInProximity) {
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auto* enemy = EntityManager::Instance()->GetEntity(enemyID);
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if (enemy != nullptr) {
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EnemyEnteredShield(self, enemy);
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}
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}
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self->AddTimer("RefreshEnemies", 1.5f);
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}
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}
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void AmShieldGenerator::StartShield(Entity* self) {
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self->AddTimer("PlayFX", 1.5f);
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self->AddTimer("BuffPlayers", 3.0f);
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self->AddTimer("RefreshEnemies", 1.5f);
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const auto myPos = self->GetPosition();
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const auto myRot = self->GetRotation();
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EntityInfo info{};
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info.lot = 13111;
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info.pos = myPos;
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info.rot = myRot;
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info.spawnerID = self->GetObjectID();
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auto* child = EntityManager::Instance()->CreateEntity(info);
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self->SetVar(u"Child", child->GetObjectID());
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BuffPlayers(self);
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}
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void AmShieldGenerator::BuffPlayers(Entity* self) {
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auto* skillComponent = self->GetComponent<SkillComponent>();
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if (skillComponent == nullptr) {
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return;
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}
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auto entitiesInProximity = self->GetVar<std::vector<LWOOBJID>>(u"Players");
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for (const auto playerID : entitiesInProximity) {
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auto* player = EntityManager::Instance()->GetEntity(playerID);
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if (player == nullptr) {
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return;
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}
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skillComponent->CalculateBehavior(1200, 27024, playerID, true);
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}
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}
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void AmShieldGenerator::EnemyEnteredShield(Entity* self, Entity* intruder) {
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auto* baseCombatAIComponent = intruder->GetComponent<BaseCombatAIComponent>();
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auto* movementAIComponent = intruder->GetComponent<MovementAIComponent>();
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if (baseCombatAIComponent == nullptr || movementAIComponent == nullptr) {
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return;
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}
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auto dir = intruder->GetRotation().GetForwardVector() * -1;
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dir.y += 15;
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dir.x *= 50;
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dir.z *= 50;
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// TODO: Figure out how todo knockback, I'll stun them for now
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if (NiPoint3::DistanceSquared(self->GetPosition(), movementAIComponent->GetCurrentPosition()) < 20 * 20) {
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baseCombatAIComponent->Stun(2.0f);
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movementAIComponent->SetDestination(baseCombatAIComponent->GetStartPosition());
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}
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baseCombatAIComponent->ClearThreat();
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}
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