DarkflameServer/dScripts/ai/ACT/ActMine.cpp

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#include "ActMine.h"
#include "SkillComponent.h"
#include "DestroyableComponent.h"
#include "QuickBuildComponent.h"
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void ActMine::OnStartup(Entity* self) {
self->SetVar(u"QuickBuildComplete", false);
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self->SetProximityRadius(MINE_RADIUS, "mineRadius");
}
void ActMine::OnQuickBuildNotifyState(Entity* self, eQuickBuildState state) {
if (state == eQuickBuildState::COMPLETED) {
auto* rebuild = self->GetComponent<QuickBuildComponent>();
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if (rebuild) {
auto* builder = rebuild->GetBuilder();
self->SetVar(u"Builder", builder->GetObjectID());
}
self->SetVar(u"QuickBuildComplete", true);
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self->SetVar(u"NumWarnings", 0);
self->AddToGroup("reset");
}
}
void ActMine::OnProximityUpdate(Entity* self, Entity* entering, std::string name, std::string status) {
auto* detroyable = self->GetComponent<DestroyableComponent>();
if (!detroyable) return;
if (status == "ENTER" && self->GetVar<bool>(u"QuickBuildComplete") == true && detroyable->IsEnemy(entering)) {
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GameMessages::SendPlayFXEffect(self->GetObjectID(), 242, u"orange", "sirenlight_B");
self->AddTimer("Tick", TICK_TIME);
}
}
void ActMine::OnTimerDone(Entity* self, std::string timerName) {
if (timerName == "Tick") {
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if (self->GetVar<int>(u"NumWarnings") >= MAX_WARNINGS) {
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auto* skill = self->GetComponent<SkillComponent>();
if (!skill) return;
skill->CalculateBehavior(SKILL_ID, BEHAVIOR_ID, LWOOBJID_EMPTY);
self->AddTimer("BlowedUp", BLOWED_UP_TIME);
} else {
GameMessages::SendPlayFXEffect(self->GetObjectID(), 242, u"orange", "sirenlight_B");
self->AddTimer("Tick", TICK_TIME);
self->SetVar(u"NumWarnings", self->GetVar<int>(u"NumWarnings") + 1);
}
}
if (timerName == "BlowedUp") {
self->Kill(self);
}
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}