mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-25 15:07:28 +00:00
82 lines
2.3 KiB
C++
82 lines
2.3 KiB
C++
|
#include "AgShipShake.h"
|
||
|
#include "EntityInfo.h"
|
||
|
#include "GeneralUtils.h"
|
||
|
#include "GameMessages.h"
|
||
|
#include "EntityManager.h"
|
||
|
#include "RenderComponent.h"
|
||
|
#include "Entity.h"
|
||
|
|
||
|
void AgShipShake::OnStartup(Entity* self) {
|
||
|
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 AgShipShake::OnTimerDone(Entity* self, std::string timerName) {
|
||
|
auto* shipFxObject = GetEntityInGroup(ShipFX);
|
||
|
auto* shipFxObject2 = GetEntityInGroup(ShipFX2);
|
||
|
auto* debrisObject = GetEntityInGroup(DebrisFX);
|
||
|
if (timerName == "ShipShakeIdle") {
|
||
|
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);
|
||
|
|
||
|
|
||
|
if (debrisObject)
|
||
|
GameMessages::SendPlayFXEffect(debrisObject, -1, u"DebrisFall", "Debris", LWOOBJID_EMPTY, 1.0f, 1.0f, true);
|
||
|
|
||
|
const auto randomFx = GeneralUtils::GenerateRandomNumber<int>(0, 3);
|
||
|
|
||
|
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);
|
||
|
|
||
|
if (shipFxObject2)
|
||
|
RenderComponent::PlayAnimation(shipFxObject2, u"explosion");
|
||
|
} else if (timerName == "ShipShakeExplode") {
|
||
|
if (shipFxObject)
|
||
|
RenderComponent::PlayAnimation(shipFxObject, u"idle");
|
||
|
if (shipFxObject2)
|
||
|
RenderComponent::PlayAnimation(shipFxObject2, u"idle");
|
||
|
}
|
||
|
}
|
||
|
|
||
|
Entity* AgShipShake::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;
|
||
|
}
|
||
|
|