DarkflameServer/dScripts/02_server/Map/General/QbEnemyStunner.cpp

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#include "QbEnemyStunner.h"
#include "SkillComponent.h"
#include "DestroyableComponent.h"
void QbEnemyStunner::OnRebuildComplete(Entity* self, Entity* target) {
auto* destroyable = self->GetComponent<DestroyableComponent>();
if (destroyable != nullptr) {
destroyable->SetFaction(115);
}
auto skillComponent = self->GetComponent<SkillComponent>();
if (!skillComponent) return;
// Get the skill IDs of this object.
CDObjectSkillsTable* skillsTable = CDClientManager::Instance()->GetTable<CDObjectSkillsTable>("ObjectSkills");
auto skills = skillsTable->Query([=](CDObjectSkills entry) {return (entry.objectTemplate == self->GetLOT()); });
std::map<uint32_t, uint32_t> skillBehaviorMap;
// For each skill, cast it with the associated behavior ID.
for (auto skill : skills) {
CDSkillBehaviorTable* skillBehaviorTable = CDClientManager::Instance()->GetTable<CDSkillBehaviorTable>("SkillBehavior");
CDSkillBehavior behaviorData = skillBehaviorTable->GetSkillByID(skill.skillID);
skillBehaviorMap.insert(std::make_pair(skill.skillID, behaviorData.behaviorID));
}
// If there are no skills found, insert a default skill to use.
if (skillBehaviorMap.size() == 0) {
skillBehaviorMap.insert(std::make_pair(499U, 6095U));
}
// Start all skills associated with the object next tick
self->AddTimer("TickTime", 0);
self->AddTimer("PlayEffect", 20);
self->SetVar<std::map<uint32_t, uint32_t>>(u"skillBehaviorMap", skillBehaviorMap);
}
void QbEnemyStunner::OnTimerDone(Entity* self, std::string timerName) {
if (timerName == "DieTime") {
self->Smash();
self->CancelAllTimers();
} else if (timerName == "PlayEffect") {
self->SetNetworkVar(u"startEffect", 5.0f, UNASSIGNED_SYSTEM_ADDRESS);
self->AddTimer("DieTime", 5.0f);
} else if (timerName == "TickTime") {
auto* skillComponent = self->GetComponent<SkillComponent>();
if (skillComponent != nullptr) {
auto skillBehaviorMap = self->GetVar<std::map<uint32_t, uint32_t>>(u"skillBehaviorMap");
if (skillBehaviorMap.size() == 0) {
// Should no skills have been found, default to the mermaid stunner
skillComponent->CalculateBehavior(499U, 6095U, LWOOBJID_EMPTY);
} else {
for (auto pair : skillBehaviorMap) {
skillComponent->CalculateBehavior(pair.first, pair.second, LWOOBJID_EMPTY);
}
}
}
self->AddTimer("TickTime", 1);
}
}