mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
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82 lines
2.3 KiB
C++
82 lines
2.3 KiB
C++
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#include "AgShipShake.h"
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#include "EntityInfo.h"
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#include "GeneralUtils.h"
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#include "GameMessages.h"
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#include "EntityManager.h"
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#include "RenderComponent.h"
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#include "Entity.h"
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void AgShipShake::OnStartup(Entity* self) {
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EntityInfo info{};
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info.pos = { -418, 585, -30 };
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info.lot = 33;
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info.spawnerID = self->GetObjectID();
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auto* ref = Game::entityManager->CreateEntity(info);
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Game::entityManager->ConstructEntity(ref);
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self->SetVar(u"ShakeObject", ref->GetObjectID());
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self->AddTimer("ShipShakeIdle", 2.0f);
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self->SetVar(u"RandomTime", 10);
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}
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void AgShipShake::OnTimerDone(Entity* self, std::string timerName) {
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auto* shipFxObject = GetEntityInGroup(ShipFX);
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auto* shipFxObject2 = GetEntityInGroup(ShipFX2);
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auto* debrisObject = GetEntityInGroup(DebrisFX);
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if (timerName == "ShipShakeIdle") {
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auto* ref = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(u"ShakeObject"));
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const auto randomTime = self->GetVar<int>(u"RandomTime");
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auto time = GeneralUtils::GenerateRandomNumber<int>(0, randomTime + 1);
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if (time < randomTime / 2) {
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time += randomTime / 2;
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}
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self->AddTimer("ShipShakeIdle", static_cast<float>(time));
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if (ref)
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GameMessages::SendPlayEmbeddedEffectOnAllClientsNearObject(ref, FXName, ref->GetObjectID(), 500.0f);
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if (debrisObject)
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GameMessages::SendPlayFXEffect(debrisObject, -1, u"DebrisFall", "Debris", LWOOBJID_EMPTY, 1.0f, 1.0f, true);
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const auto randomFx = GeneralUtils::GenerateRandomNumber<int>(0, 3);
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if (shipFxObject) {
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std::string effectType = "shipboom" + std::to_string(randomFx);
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GameMessages::SendPlayFXEffect(shipFxObject, 559, GeneralUtils::ASCIIToUTF16(effectType), "FX", LWOOBJID_EMPTY, 1.0f, 1.0f, true);
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}
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self->AddTimer("ShipShakeExplode", 5.0f);
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if (shipFxObject2)
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RenderComponent::PlayAnimation(shipFxObject2, u"explosion");
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} else if (timerName == "ShipShakeExplode") {
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if (shipFxObject)
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RenderComponent::PlayAnimation(shipFxObject, u"idle");
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if (shipFxObject2)
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RenderComponent::PlayAnimation(shipFxObject2, u"idle");
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}
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}
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Entity* AgShipShake::GetEntityInGroup(const std::string& group) {
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auto entities = Game::entityManager->GetEntitiesInGroup(group);
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Entity* en = nullptr;
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for (auto entity : entities) {
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if (entity) {
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en = entity;
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break;
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}
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}
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return en;
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}
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