DarkflameServer/dScripts/EnemySpiderSpawner.cpp

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#include "EnemySpiderSpawner.h"
#include "GameMessages.h"
#include "SimplePhysicsComponent.h"
#include "EntityManager.h"
#include "DestroyableComponent.h"
#include "MovementAIComponent.h"
//----------------------------------------------
//--Initiate egg hatching on call
//----------------------------------------------
void EnemySpiderSpawner::OnFireEventServerSide(Entity *self, Entity *sender, std::string args, int32_t param1,
int32_t param2, int32_t param3) {
if (args == "prepEgg") {
// Highlight eggs about to hatch with Maelstrom effect
GameMessages::SendPlayFXEffect(self->GetObjectID(), 2856, u"maelstrom", "test", LWOOBJID_EMPTY, 1.0f, 1.0f, true);
// Make indestructible
auto dest = static_cast<DestroyableComponent*>(self->GetComponent(COMPONENT_TYPE_DESTROYABLE));
if (dest) {
dest->SetFaction(-1);
}
EntityManager::Instance()->SerializeEntity(self);
// Keep track of who prepped me
self->SetI64(u"SpawnOwner", sender->GetObjectID());
} else if (args == "hatchEgg") {
// Final countdown to pop
self->AddTimer("StartSpawnTime", hatchTime);
}
}
//----------------------------------------------------------------
//--Called when timers are done
//----------------------------------------------------------------
void EnemySpiderSpawner::OnTimerDone(Entity* self, std::string timerName) {
if (timerName == "StartSpawnTime") {
SpawnSpiderling(self);
} else if (timerName == "SpawnSpiderling") {
GameMessages::SendPlayFXEffect(self->GetObjectID(), 644, u"create", "egg_puff_b", LWOOBJID_EMPTY, 1.0f, 1.0f, true);
//TODO: set the aggro radius larger
EntityInfo info {};
info.lot = 16197;
info.pos = self->GetPosition();
info.spawner = nullptr;
info.spawnerID = self->GetI64(u"SpawnOwner");
info.spawnerNodeID = 0;
Entity* newEntity = EntityManager::Instance()->CreateEntity(info, nullptr);
if (newEntity) {
EntityManager::Instance()->ConstructEntity(newEntity);
newEntity->GetGroups().push_back("BabySpider");
/*
auto* movementAi = newEntity->GetComponent<MovementAIComponent>();
movementAi->SetDestination(newEntity->GetPosition());
*/
}
self->ScheduleKillAfterUpdate();
}
}
//--------------------------------------------------------------
//Called when it is finally time to release the Spiderlings
//--------------------------------------------------------------
void EnemySpiderSpawner::SpawnSpiderling(Entity* self) {
//Initiate the actual spawning
GameMessages::SendPlayFXEffect(self->GetObjectID(), 2260, u"rebuild_medium", "dropdustmedium", LWOOBJID_EMPTY, 1.0f, 1.0f, true);
self->AddTimer("SpawnSpiderling", spawnTime);
}