mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-22 13:37:22 +00:00
Merge remote-tracking branch 'origin/main' into nejlika
This commit is contained in:
commit
0bf5ee02e4
@ -31,7 +31,7 @@ COPY --from=build /app/build/*Server /app/
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# Necessary suplimentary files
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COPY --from=build /app/build/*.ini /app/configs/
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COPY --from=build /app/build/vanity/*.* /app/vanity/*
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COPY --from=build /app/build/vanity/*.* /app/vanity/
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COPY --from=build /app/build/navmeshes /app/navmeshes
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COPY --from=build /app/build/migrations /app/migrations
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COPY --from=build /app/build/*.dcf /app/
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@ -39,7 +39,7 @@ COPY --from=build /app/build/*.dcf /app/
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# backup of config and vanity files to copy to the host incase
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# of a mount clobbering the copy from above
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COPY --from=build /app/build/*.ini /app/default-configs/
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COPY --from=build /app/build/vanity/*.* /app/default-vanity/*
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COPY --from=build /app/build/vanity/*.* /app/default-vanity/
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# needed as the container runs with the root user
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# and therefore sudo doesn't exist
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@ -25,6 +25,7 @@
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#include "LeaderboardManager.h"
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#include "dZoneManager.h"
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#include "CDActivitiesTable.h"
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#include "eStateChangeType.h"
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#include <ctime>
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#ifndef M_PI
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@ -77,6 +78,9 @@ void RacingControlComponent::OnPlayerLoaded(Entity* player) {
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m_LoadedPlayers++;
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// not live accurate to stun the player but prevents them from using skills during the race that are not meant to be used.
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GameMessages::SendSetStunned(player->GetObjectID(), eStateChangeType::PUSH, player->GetSystemAddress(), LWOOBJID_EMPTY, true, true, true, true, true, true, true, true, true);
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LOG("Loading player %i",
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m_LoadedPlayers);
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m_LobbyPlayers.push_back(player->GetObjectID());
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@ -15,6 +15,7 @@
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#include "SkillComponent.h"
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#include "eReplicaComponentType.h"
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#include "RenderComponent.h"
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#include "PlayerManager.h"
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#include <vector>
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@ -53,11 +54,13 @@ void BossSpiderQueenEnemyServer::OnStartup(Entity* self) {
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void BossSpiderQueenEnemyServer::OnDie(Entity* self, Entity* killer) {
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if (Game::zoneManager->GetZoneID().GetMapID() == instanceZoneID && killer) {
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auto* missionComponent = killer->GetComponent<MissionComponent>();
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if (missionComponent == nullptr)
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return;
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for (const auto& player : PlayerManager::GetAllPlayers()) {
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auto* missionComponent = player->GetComponent<MissionComponent>();
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if (missionComponent == nullptr)
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return;
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missionComponent->CompleteMission(instanceMissionID);
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missionComponent->CompleteMission(instanceMissionID);
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}
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}
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// There is suppose to be a 0.1 second delay here but that may be admitted?
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@ -14,6 +14,7 @@
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#include "AgShipPlayerDeathTrigger.h"
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#include "AgShipPlayerShockServer.h"
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#include "AgSpaceStuff.h"
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#include "AgShipShake.h"
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#include "AgImagSmashable.h"
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#include "NpcNpSpacemanBob.h"
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#include "StoryBoxInteractServer.h"
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@ -341,6 +342,7 @@ namespace {
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{ "scripts\\ai\\AG\\L_AG_SHIP_PLAYER_DEATH_TRIGGER.lua", []() { return new AgShipPlayerDeathTrigger(); } },
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{"scripts\\ai\\NP\\L_NPC_NP_SPACEMAN_BOB.lua", []() { return new NpcNpSpacemanBob(); } },
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{"scripts\\ai\\AG\\L_AG_SPACE_STUFF.lua", []() { return new AgSpaceStuff();} },
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{"scripts\\ai\\AG\\L_AG_SHIP_SHAKE.lua", []() { return new AgShipShake();}},
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{"scripts\\ai\\AG\\L_AG_SHIP_PLAYER_SHOCK_SERVER.lua", []() { return new AgShipPlayerShockServer();} },
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{"scripts\\ai\\AG\\L_AG_IMAG_SMASHABLE.lua", []() { return new AgImagSmashable();} },
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{"scripts\\02_server\\Map\\General\\L_STORY_BOX_INTERACT_SERVER.lua", []() { return new StoryBoxInteractServer();} },
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@ -580,6 +582,7 @@ namespace {
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{"scripts\\02_server\\Map\\AM\\L_SKULLKIN_DRILL_STAND.lua", []() {return new AmSkullkinDrillStand();}},
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{"scripts\\02_server\\Map\\AM\\L_SKULLKIN_TOWER.lua", []() {return new AmSkullkinTower();}},
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{"scripts\\02_server\\Enemy\\AM\\L_AM_NAMED_DARKLING_DRAGON.lua", []() {return new AmDarklingDragon();}},
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{"scripts\\02_server\\Enemy\\AM\\L_AM_DARKLING_DRAGON.lua", []() {return new AmDarklingDragon();}},
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{"scripts\\02_server\\Enemy\\AM\\L_AM_DARKLING_APE.lua", []() {return new BaseEnemyApe();}},
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{"scripts\\02_server\\Map\\AM\\L_BLUE_X.lua", []() {return new AmBlueX();}},
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{"scripts\\02_server\\Map\\AM\\L_TEAPOT_SERVER.lua", []() {return new AmTeapotServer();}},
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@ -654,6 +657,7 @@ namespace {
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//Pickups
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{"scripts\\ai\\SPEC\\L_SPECIAL_1_BRONZE-COIN-SPAWNER.lua", []() {return new SpecialCoinSpawner(1);}},
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{"scripts\\ai\\SPEC\\L_SPECIAL_1_GOLD-COIN-SPAWNER.lua", []() {return new SpecialCoinSpawner(10000);}},
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{"scripts\\ai\\SPEC\\L_SPECIAL_1_SILVER-COIN-SPAWNER.lua", []() {return new SpecialCoinSpawner(100);}},
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{"scripts\\ai\\SPEC\\L_SPECIAL_10_BRONZE-COIN-SPAWNER.lua", []() {return new SpecialCoinSpawner(10);}},
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{"scripts\\ai\\SPEC\\L_SPECIAL_10_GOLD-COIN-SPAWNER.lua", []() {return new SpecialCoinSpawner(100000);}},
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@ -700,7 +704,8 @@ CppScripts::Script* const CppScripts::GetScript(Entity* parent, const std::strin
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(scriptName == "scripts\\02_server\\Enemy\\General\\L_BASE_ENEMY_SPIDERLING.lua") ||
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(scriptName == "scripts\\ai\\FV\\L_ACT_NINJA_STUDENT.lua") ||
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(scriptName == "scripts\\ai\\WILD\\L_WILD_GF_FROG.lua") ||
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(scriptName == "scripts\\empty.lua")
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(scriptName == "scripts\\empty.lua") ||
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(scriptName == "scripts\\ai\\AG\\L_AG_SENTINEL_GUARD.lua")
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)) LOG_DEBUG("LOT %i attempted to load CppScript for '%s', but returned InvalidScript.", parent->GetLOT(), scriptName.c_str());
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}
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81
dScripts/ai/AG/AgShipShake.cpp
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81
dScripts/ai/AG/AgShipShake.cpp
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@ -0,0 +1,81 @@
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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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16
dScripts/ai/AG/AgShipShake.h
Normal file
16
dScripts/ai/AG/AgShipShake.h
Normal file
@ -0,0 +1,16 @@
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#pragma once
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#include "CppScripts.h"
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class AgShipShake : public CppScripts::Script {
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public:
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void OnStartup(Entity* self) override;
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void OnTimerDone(Entity* self, std::string timerName) override;
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std::string DebrisFX = "DebrisFX";
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std::string ShipFX = "ShipFX";
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std::string ShipFX2 = "ShipFX2";
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std::u16string FXName = u"camshake-bridge";
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private:
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Entity* GetEntityInGroup(const std::string& group);
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};
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@ -8,21 +8,6 @@
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void AgSpaceStuff::OnStartup(Entity* self) {
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self->AddTimer("FloaterScale", 5.0f);
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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 AgSpaceStuff::OnTimerDone(Entity* self, std::string timerName) {
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@ -37,70 +22,5 @@ void AgSpaceStuff::OnTimerDone(Entity* self, std::string timerName) {
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RenderComponent::PlayAnimation(self, u"path_0" + (GeneralUtils::to_u16string(pathType)));
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self->AddTimer("FloaterScale", randTime);
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} else if (timerName == "ShipShakeExplode") {
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DoShake(self, true);
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} else if (timerName == "ShipShakeIdle") {
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DoShake(self, false);
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}
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}
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void AgSpaceStuff::DoShake(Entity* self, bool explodeIdle) {
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if (!explodeIdle) {
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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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auto* debrisObject = GetEntityInGroup(DebrisFX);
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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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auto* shipFxObject = GetEntityInGroup(ShipFX);
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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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auto* shipFxObject2 = GetEntityInGroup(ShipFX2);
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if (shipFxObject2)
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RenderComponent::PlayAnimation(shipFxObject2, u"explosion");
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} else {
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auto* shipFxObject = GetEntityInGroup(ShipFX);
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auto* shipFxObject2 = GetEntityInGroup(ShipFX2);
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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* AgSpaceStuff::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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@ -5,14 +5,5 @@ class AgSpaceStuff : public CppScripts::Script {
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public:
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void OnStartup(Entity* self);
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void OnTimerDone(Entity* self, std::string timerName);
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void DoShake(Entity* self, bool explodeIdle);
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std::string DebrisFX = "DebrisFX";
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std::string ShipFX = "ShipFX";
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std::string ShipFX2 = "ShipFX2";
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std::u16string FXName = u"camshake-bridge";
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private:
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Entity* GetEntityInGroup(const std::string& group);
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};
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@ -1,6 +1,7 @@
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set(DSCRIPTS_SOURCES_AI_AG
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"AgShipPlayerDeathTrigger.cpp"
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"AgSpaceStuff.cpp"
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"AgShipShake.cpp"
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"AgShipPlayerShockServer.cpp"
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"AgImagSmashable.cpp"
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"ActSharkPlayerDeathTrigger.cpp"
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|
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