DarkflameServer/dScripts/QbSpawner.cpp

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#include "QbSpawner.h"
#include "BaseCombatAIComponent.h"
#include "MovementAIComponent.h"
void QbSpawner::OnStartup(Entity* self) {
auto mobNum = self->GetVar<int>(u"mobNum");
auto spawnDist = self->GetVar<float>(u"spawnDist");
auto mobTemplate = self->GetVar<LWOOBJID>(u"mobTemplate");
auto spawnTime = self->GetVar<float>(u"spawnTime");
if (!mobNum) self->SetVar<int>(u"mobNum", m_DefaultMobNum);
if (!spawnDist) self->SetVar<float>(u"spawnDist", m_DefaultSpawnDist);
if (!mobTemplate) self->SetVar<LWOOBJID>(u"mobTemplate", m_DefaultMobTemplate);
if (!spawnTime) self->SetVar<float>(u"spawnTime", m_DefaultSpawnTime);
// go ahead and setup the mob table here
std::vector<LWOOBJID> mobTable;
mobTable.assign(self->GetVar<int>(u"mobNum"), LWOOBJID_EMPTY);
self->SetVar<std::vector<LWOOBJID>>(u"mobTable", mobTable);
}
void QbSpawner::OnFireEventServerSide(Entity* self, Entity* sender, std::string args, int32_t param1, int32_t param2, int32_t param3) {
auto gateObjID = sender->GetObjectID();
if (!gateObjID) return;
if (args == "spawnMobs") {
self->SetVar(u"gateObj", gateObjID);
auto spawnTime = self->GetVar<float>(u"spawnTime");
self->AddTimer("SpawnMobEnemies", spawnTime);
}
}
void QbSpawner::OnTimerDone(Entity* self, std::string timerName) {
if (timerName == "SpawnMobEnemies") {
auto mobTable = self->GetVar<std::vector<LWOOBJID>>(u"mobTable");
auto spawnDist = self->GetVar<float>(u"spawnDist");
auto mobTemplate = self->GetVar<LWOOBJID>(u"mobTemplate");
auto gateObjID = self->GetVar<LWOOBJID>(u"gateObj");
if (!gateObjID) return;
auto* gate = EntityManager::Instance()->GetEntity(gateObjID);
if (!gate) return;
auto oPos = gate->GetPosition();
auto oDir = gate->GetRotation().GetForwardVector();
NiPoint3 newPos(
oPos.x + (oDir.x * spawnDist),
oPos.y,
oPos.z + (oDir.z * spawnDist)
);
auto newRot = NiQuaternion::LookAt(newPos, oPos);
for (int i = 0; i < mobTable.size(); i++) {
int posOffset = -10;
if (mobTable[i] == LWOOBJID_EMPTY) {
posOffset = posOffset + 5 * i;
auto newOffset = newPos;
newOffset.z = newOffset.z + posOffset;
EntityInfo info{};
info.lot = mobTemplate;
info.pos = newOffset;
info.rot = newRot;
info.spawnerID = self->GetObjectID();
info.spawnerNodeID = 0;
info.settings = {
new LDFData<bool>(u"no_timed_spawn", true),
new LDFData<float>(u"aggroRadius", 70),
new LDFData<float>(u"softtetherRadius", 80),
new LDFData<float>(u"tetherRadius", 90),
new LDFData<float>(u"wanderRadius", 5),
new LDFData<int>(u"mobTableLoc", i)
};
auto* child = EntityManager::Instance()->CreateEntity(info, nullptr, self);
EntityManager::Instance()->ConstructEntity(child);
OnChildLoaded(self, child);
} else {
auto* mob = EntityManager::Instance()->GetEntity(mobTable[i]);
AggroTargetObject(self, mob);
}
}
}
}
void QbSpawner::OnChildLoaded(Entity* self, Entity* child) {
auto mobTable = self->GetVar<std::vector<LWOOBJID>>(u"mobTable");
auto tableLoc = child->GetVar<int>(u"mobTableLoc");
mobTable[tableLoc] = child->GetObjectID();
self->SetVar<std::vector<LWOOBJID>>(u"mobTable", mobTable);
AggroTargetObject(self, child);
const auto selfID = self->GetObjectID();
child->AddDieCallback([this, selfID, child]() {
auto* self = EntityManager::Instance()->GetEntity(selfID);
OnChildRemoved(self, child);
}
);
}
void QbSpawner::OnChildRemoved(Entity* self, Entity* child) {
auto mobTable = self->GetVar<std::vector<LWOOBJID>>(u"mobTable");
auto tableLoc = child->GetVar<int>(u"mobTableLoc");
mobTable[tableLoc] = LWOOBJID_EMPTY;
self->SetVar<std::vector<LWOOBJID>>(u"mobTable", mobTable);
}
void QbSpawner::AggroTargetObject(Entity* self, Entity* enemy) {
auto* baseCombatAIComponent = enemy->GetComponent<BaseCombatAIComponent>();
if (!baseCombatAIComponent) return;
auto gateObjID = self->GetVar<LWOOBJID>(u"gateObj");
if (gateObjID) {
auto* gate = EntityManager::Instance()->GetEntity(gateObjID);
if (gate) {
auto* movementAIComponent = enemy->GetComponent<MovementAIComponent>();
if (movementAIComponent) movementAIComponent->SetDestination(gate->GetPosition());
baseCombatAIComponent->Taunt(gateObjID, 1000);
}
}
auto playerObjID = self->GetVar<LWOOBJID>(u"player");
if (playerObjID) {
baseCombatAIComponent->Taunt(playerObjID, 100);
}
}