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https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-08-08 11:44:11 +00:00
fix: implement enemy clear threat script (#1678)
* brother * use some better logic
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@@ -2,6 +2,7 @@ set(DSCRIPTS_SOURCES_02_SERVER_MAP_GENERAL
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"BankInteractServer.cpp"
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"BaseInteractDropLootServer.cpp"
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"Binoculars.cpp"
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"EnemyClearThreat.cpp"
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"ExplodingAsset.cpp"
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"FrictionVolumeServer.cpp"
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"ForceVolumeServer.cpp"
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25
dScripts/02_server/Map/General/EnemyClearThreat.cpp
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25
dScripts/02_server/Map/General/EnemyClearThreat.cpp
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@@ -0,0 +1,25 @@
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#include "EnemyClearThreat.h"
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#include "BaseCombatAIComponent.h"
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#include "PhysicsComponent.h"
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void EnemyClearThreat::OnCollisionPhantom(Entity* self, Entity* target) {
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if (!target) return;
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const auto colGroup = target->GetCollisionGroup();
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if (colGroup == 12) { // enemy
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auto* const baseCombatAiComponent = target->GetComponent<BaseCombatAIComponent>();
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if (!baseCombatAiComponent) return;
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baseCombatAiComponent->ClearThreat();
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baseCombatAiComponent->ForceTether();
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} else if (colGroup == 10) { // player
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const auto enemies = Game::entityManager->GetEntitiesByComponent(eReplicaComponentType::BASE_COMBAT_AI);
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for (const auto& enemy : enemies) {
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auto* const baseCombatAiComponent = enemy->GetComponent<BaseCombatAIComponent>();
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if (!baseCombatAiComponent) continue;
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baseCombatAiComponent->IgnoreThreat(target->GetObjectID(), 3.0f);
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}
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}
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}
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11
dScripts/02_server/Map/General/EnemyClearThreat.h
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11
dScripts/02_server/Map/General/EnemyClearThreat.h
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@@ -0,0 +1,11 @@
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#ifndef ENEMYCLEARTHREAT_H
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#define ENEMYCLEARTHREAT_H
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#include "CppScripts.h"
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class EnemyClearThreat : public CppScripts::Script {
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public:
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void OnCollisionPhantom(Entity* self, Entity* target) override;
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};
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#endif //!ENEMYCLEARTHREAT_H
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@@ -327,6 +327,7 @@
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#include "VisToggleNotifierServer.h"
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#include "LupGenericInteract.h"
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#include "WblRobotCitizen.h"
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#include "EnemyClearThreat.h"
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#include <map>
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#include <string>
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@@ -686,8 +687,21 @@ namespace {
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{"scripts\\zone\\LUPs\\RobotCity Intro\\WBL_RCIntro_RobotCitizenOrange.lua", []() {return new WblRobotCitizen();}},
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{"scripts\\zone\\LUPs\\RobotCity Intro\\WBL_RCIntro_RobotCitizenRed.lua", []() {return new WblRobotCitizen();}},
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{"scripts\\zone\\LUPs\\RobotCity Intro\\WBL_RCIntro_RobotCitizenYellow.lua", []() {return new WblRobotCitizen();}},
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{"scripts\\02_server\\Map\\General\\L_ENEMY_CLEAR_THREAT.lua", []() {return new EnemyClearThreat();}},
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};
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std::set<std::string> g_ExcludedScripts = {
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"scripts\\02_server\\Enemy\\General\\L_SUSPEND_LUA_AI.lua",
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"scripts\\02_server\\Enemy\\General\\L_BASE_ENEMY_SPIDERLING.lua",
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"scripts\\ai\\AG\\L_AG_SENTINEL_GUARD.lua",
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"scripts\\ai\\FV\\L_ACT_NINJA_STUDENT.lua",
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"scripts\\ai\\WILD\\L_WILD_GF_FROG.lua",
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"scripts\\empty.lua",
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"scripts\\zone\\AG\\L_ZONE_AG.lua",
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"scripts\\zone\\NS\\L_ZONE_NS.lua",
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"scripts\\zone\\GF\\L_ZONE_GF.lua",
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};
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};
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CppScripts::Script* const CppScripts::GetScript(Entity* parent, const std::string& scriptName) {
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@@ -699,14 +713,8 @@ CppScripts::Script* const CppScripts::GetScript(Entity* parent, const std::strin
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const auto itrTernary = scriptLoader.find(scriptName);
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Script* script = itrTernary != scriptLoader.cend() ? itrTernary->second() : &InvalidToReturn;
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if (script == &InvalidToReturn) {
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if ((scriptName.length() > 0) && !((scriptName == "scripts\\02_server\\Enemy\\General\\L_SUSPEND_LUA_AI.lua") ||
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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\\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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if (script == &InvalidToReturn && !scriptName.empty() && !g_ExcludedScripts.contains(scriptName)) {
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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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g_Scripts[scriptName] = script;
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