mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-12-22 13:33:35 +00:00
fix: implement enemy clear threat script (#1678)
* brother * use some better logic
This commit is contained in:
parent
53242ad5d5
commit
0f8c5b436d
@ -97,6 +97,8 @@
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#include "CDSkillBehaviorTable.h"
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#include "CDZoneTableTable.h"
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#include <ranges>
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Observable<Entity*, const PositionUpdate&> Entity::OnPlayerPositionUpdate;
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Entity::Entity(const LWOOBJID& objectID, EntityInfo info, User* parentUser, Entity* parentEntity) {
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@ -286,8 +288,9 @@ void Entity::Initialize() {
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AddComponent<PropertyEntranceComponent>(propertyEntranceComponentID);
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}
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if (compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::CONTROLLABLE_PHYSICS) > 0) {
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auto* controllablePhysics = AddComponent<ControllablePhysicsComponent>();
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const int32_t controllablePhysicsComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::CONTROLLABLE_PHYSICS);
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if (controllablePhysicsComponentID > 0) {
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auto* controllablePhysics = AddComponent<ControllablePhysicsComponent>(controllablePhysicsComponentID);
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if (m_Character) {
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controllablePhysics->LoadFromXml(m_Character->GetXMLDoc());
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@ -330,16 +333,19 @@ void Entity::Initialize() {
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AddComponent<SimplePhysicsComponent>(simplePhysicsComponentID);
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}
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if (compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::RIGID_BODY_PHANTOM_PHYSICS) > 0) {
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AddComponent<RigidbodyPhantomPhysicsComponent>();
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const int32_t rigidBodyPhantomPhysicsComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::RIGID_BODY_PHANTOM_PHYSICS);
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if (rigidBodyPhantomPhysicsComponentID > 0) {
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AddComponent<RigidbodyPhantomPhysicsComponent>(rigidBodyPhantomPhysicsComponentID);
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}
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if (markedAsPhantom || compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::PHANTOM_PHYSICS) > 0) {
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AddComponent<PhantomPhysicsComponent>()->SetPhysicsEffectActive(false);
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const int32_t phantomPhysicsComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::PHANTOM_PHYSICS);
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if (markedAsPhantom || phantomPhysicsComponentID > 0) {
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AddComponent<PhantomPhysicsComponent>(phantomPhysicsComponentID)->SetPhysicsEffectActive(false);
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}
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if (compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::HAVOK_VEHICLE_PHYSICS) > 0) {
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auto* havokVehiclePhysicsComponent = AddComponent<HavokVehiclePhysicsComponent>();
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const int32_t havokVehiclePhysicsComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::HAVOK_VEHICLE_PHYSICS);
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if (havokVehiclePhysicsComponentID > 0) {
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auto* havokVehiclePhysicsComponent = AddComponent<HavokVehiclePhysicsComponent>(havokVehiclePhysicsComponentID);
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havokVehiclePhysicsComponent->SetPosition(m_DefaultPosition);
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havokVehiclePhysicsComponent->SetRotation(m_DefaultRotation);
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}
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@ -2161,7 +2167,19 @@ void Entity::SetRespawnPos(const NiPoint3& position) {
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auto* characterComponent = GetComponent<CharacterComponent>();
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if (characterComponent) characterComponent->SetRespawnPos(position);
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}
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void Entity::SetRespawnRot(const NiQuaternion& rotation) {
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auto* characterComponent = GetComponent<CharacterComponent>();
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if (characterComponent) characterComponent->SetRespawnRot(rotation);
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}
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int32_t Entity::GetCollisionGroup() const {
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for (const auto* component : m_Components | std::views::values) {
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auto* compToCheck = dynamic_cast<const PhysicsComponent*>(component);
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if (compToCheck) {
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return compToCheck->GetCollisionGroup();
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}
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}
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return 0;
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}
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@ -107,6 +107,11 @@ public:
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const SystemAddress& GetSystemAddress() const;
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// Returns the collision group for this entity.
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// Because the collision group is stored on a base component, this will look for a physics component
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// then return the collision group from that.
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int32_t GetCollisionGroup() const;
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/**
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* Setters
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*/
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@ -16,6 +16,7 @@
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#include "DestroyableComponent.h"
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#include <algorithm>
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#include <ranges>
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#include <sstream>
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#include <vector>
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@ -37,6 +38,7 @@ BaseCombatAIComponent::BaseCombatAIComponent(Entity* parent, const uint32_t id):
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m_Disabled = false;
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m_SkillEntries = {};
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m_SoftTimer = 5.0f;
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m_ForcedTetherTime = 0.0f;
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//Grab the aggro information from BaseCombatAI:
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auto componentQuery = CDClientDatabase::CreatePreppedStmt(
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@ -170,6 +172,17 @@ void BaseCombatAIComponent::Update(const float deltaTime) {
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GameMessages::SendStopFXEffect(m_Parent, true, "tether");
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m_TetherEffectActive = false;
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}
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m_ForcedTetherTime -= deltaTime;
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if (m_ForcedTetherTime >= 0) return;
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}
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for (auto entry = m_RemovedThreatList.begin(); entry != m_RemovedThreatList.end();) {
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entry->second -= deltaTime;
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if (entry->second <= 0.0f) {
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entry = m_RemovedThreatList.erase(entry);
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} else {
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++entry;
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}
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}
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if (m_SoftTimer <= 0.0f) {
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@ -287,40 +300,7 @@ void BaseCombatAIComponent::CalculateCombat(const float deltaTime) {
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}
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if (!m_TetherEffectActive && m_OutOfCombat && (m_OutOfCombatTime -= deltaTime) <= 0) {
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auto* destroyableComponent = m_Parent->GetComponent<DestroyableComponent>();
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if (destroyableComponent != nullptr && destroyableComponent->HasFaction(4)) {
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auto serilizationRequired = false;
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if (destroyableComponent->GetHealth() != destroyableComponent->GetMaxHealth()) {
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destroyableComponent->SetHealth(destroyableComponent->GetMaxHealth());
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serilizationRequired = true;
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}
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if (destroyableComponent->GetArmor() != destroyableComponent->GetMaxArmor()) {
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destroyableComponent->SetArmor(destroyableComponent->GetMaxArmor());
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serilizationRequired = true;
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}
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if (serilizationRequired) {
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Game::entityManager->SerializeEntity(m_Parent);
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}
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GameMessages::SendPlayFXEffect(m_Parent->GetObjectID(), 6270, u"tether", "tether");
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m_TetherEffectActive = true;
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m_TetherTime = 3.0f;
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}
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// Speed towards start position
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if (m_MovementAI != nullptr) {
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m_MovementAI->SetHaltDistance(0);
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m_MovementAI->SetMaxSpeed(m_PursuitSpeed);
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m_MovementAI->SetDestination(m_StartPosition);
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}
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TetherLogic();
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m_OutOfCombat = false;
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m_OutOfCombatTime = 0.0f;
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@ -499,7 +479,7 @@ std::vector<LWOOBJID> BaseCombatAIComponent::GetTargetWithinAggroRange() const {
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const auto distance = Vector3::DistanceSquared(m_Parent->GetPosition(), other->GetPosition());
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if (distance > m_AggroRadius * m_AggroRadius) continue;
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if (distance > m_AggroRadius * m_AggroRadius || m_RemovedThreatList.contains(id)) continue;
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targets.push_back(id);
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}
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@ -626,6 +606,7 @@ const NiPoint3& BaseCombatAIComponent::GetStartPosition() const {
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void BaseCombatAIComponent::ClearThreat() {
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m_ThreatEntries.clear();
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m_Target = LWOOBJID_EMPTY;
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m_DirtyThreat = true;
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}
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@ -806,3 +787,55 @@ void BaseCombatAIComponent::Wake() {
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m_dpEntity->SetSleeping(false);
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m_dpEntityEnemy->SetSleeping(false);
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}
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void BaseCombatAIComponent::TetherLogic() {
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auto* destroyableComponent = m_Parent->GetComponent<DestroyableComponent>();
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if (destroyableComponent != nullptr && destroyableComponent->HasFaction(4)) {
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auto serilizationRequired = false;
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if (destroyableComponent->GetHealth() != destroyableComponent->GetMaxHealth()) {
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destroyableComponent->SetHealth(destroyableComponent->GetMaxHealth());
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serilizationRequired = true;
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}
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if (destroyableComponent->GetArmor() != destroyableComponent->GetMaxArmor()) {
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destroyableComponent->SetArmor(destroyableComponent->GetMaxArmor());
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serilizationRequired = true;
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}
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if (serilizationRequired) {
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Game::entityManager->SerializeEntity(m_Parent);
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}
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GameMessages::SendPlayFXEffect(m_Parent->GetObjectID(), 6270, u"tether", "tether");
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m_TetherEffectActive = true;
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m_TetherTime = 3.0f;
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}
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// Speed towards start position
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if (m_MovementAI != nullptr) {
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m_MovementAI->SetHaltDistance(0);
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m_MovementAI->SetMaxSpeed(m_PursuitSpeed);
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m_MovementAI->SetDestination(m_StartPosition);
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}
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}
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void BaseCombatAIComponent::ForceTether() {
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SetTarget(LWOOBJID_EMPTY);
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m_ThreatEntries.clear();
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TetherLogic();
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m_ForcedTetherTime = m_TetherTime;
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SetAiState(AiState::aggro);
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}
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void BaseCombatAIComponent::IgnoreThreat(const LWOOBJID threat, const float value) {
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m_RemovedThreatList[threat] = value;
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SetThreat(threat, 0.0f);
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m_Target = LWOOBJID_EMPTY;
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}
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@ -224,6 +224,16 @@ public:
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*/
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void Wake();
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// Force this entity to tether and ignore all other actions
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void ForceTether();
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// heals the entity to full health and armor
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// and tethers them to their spawn point
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void TetherLogic();
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// Ignore a threat for a certain amount of time
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void IgnoreThreat(const LWOOBJID target, const float time);
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private:
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/**
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* Returns the current target or the target that currently is the largest threat to this entity
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@ -382,6 +392,12 @@ private:
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*/
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bool m_DirtyStateOrTarget = false;
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// The amount of time the entity will be forced to tether for
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float m_ForcedTetherTime = 0.0f;
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// The amount of time a removed threat will be ignored for.
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std::map<LWOOBJID, float> m_RemovedThreatList;
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/**
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* Whether the current entity is a mech enemy, needed as mechs tether radius works differently
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* @return whether this entity is a mech
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@ -15,7 +15,7 @@
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#include "LevelProgressionComponent.h"
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#include "eStateChangeType.h"
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ControllablePhysicsComponent::ControllablePhysicsComponent(Entity* entity) : PhysicsComponent(entity) {
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ControllablePhysicsComponent::ControllablePhysicsComponent(Entity* entity, int32_t componentId) : PhysicsComponent(entity, componentId) {
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m_Velocity = {};
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m_AngularVelocity = {};
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m_InJetpackMode = false;
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@ -23,7 +23,7 @@ class ControllablePhysicsComponent : public PhysicsComponent {
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public:
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::CONTROLLABLE_PHYSICS;
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ControllablePhysicsComponent(Entity* entity);
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ControllablePhysicsComponent(Entity* entity, int32_t componentId);
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~ControllablePhysicsComponent() override;
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void Update(float deltaTime) override;
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@ -1,7 +1,7 @@
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#include "HavokVehiclePhysicsComponent.h"
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#include "EntityManager.h"
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HavokVehiclePhysicsComponent::HavokVehiclePhysicsComponent(Entity* parent) : PhysicsComponent(parent) {
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HavokVehiclePhysicsComponent::HavokVehiclePhysicsComponent(Entity* parent, int32_t componentId) : PhysicsComponent(parent, componentId) {
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m_Velocity = NiPoint3Constant::ZERO;
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m_AngularVelocity = NiPoint3Constant::ZERO;
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m_IsOnGround = true;
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@ -13,7 +13,7 @@ class HavokVehiclePhysicsComponent : public PhysicsComponent {
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public:
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::HAVOK_VEHICLE_PHYSICS;
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HavokVehiclePhysicsComponent(Entity* parentEntity);
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HavokVehiclePhysicsComponent(Entity* parentEntity, int32_t componentId);
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void Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) override;
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@ -27,7 +27,7 @@
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#include "dpShapeBox.h"
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#include "dpShapeSphere.h"
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PhantomPhysicsComponent::PhantomPhysicsComponent(Entity* parent) : PhysicsComponent(parent) {
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PhantomPhysicsComponent::PhantomPhysicsComponent(Entity* parent, int32_t componentId) : PhysicsComponent(parent, componentId) {
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m_Position = m_Parent->GetDefaultPosition();
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m_Rotation = m_Parent->GetDefaultRotation();
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m_Scale = m_Parent->GetDefaultScale();
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@ -30,7 +30,7 @@ class PhantomPhysicsComponent final : public PhysicsComponent {
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public:
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::PHANTOM_PHYSICS;
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PhantomPhysicsComponent(Entity* parent);
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PhantomPhysicsComponent(Entity* parent, int32_t componentId);
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~PhantomPhysicsComponent() override;
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void Update(float deltaTime) override;
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void Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) override;
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@ -14,10 +14,21 @@
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#include "EntityInfo.h"
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PhysicsComponent::PhysicsComponent(Entity* parent) : Component(parent) {
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PhysicsComponent::PhysicsComponent(Entity* parent, int32_t componentId) : Component(parent) {
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m_Position = NiPoint3Constant::ZERO;
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m_Rotation = NiQuaternionConstant::IDENTITY;
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m_DirtyPosition = false;
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CDPhysicsComponentTable* physicsComponentTable = CDClientManager::GetTable<CDPhysicsComponentTable>();
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if (physicsComponentTable) {
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auto* info = physicsComponentTable->GetByID(componentId);
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if (info) {
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m_CollisionGroup = info->collisionGroup;
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}
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}
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if (m_Parent->HasVar(u"CollisionGroupID")) m_CollisionGroup = m_Parent->GetVar<int32_t>(u"CollisionGroupID");
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}
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void PhysicsComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) {
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@ -15,7 +15,7 @@ class dpEntity;
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class PhysicsComponent : public Component {
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public:
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PhysicsComponent(Entity* parent);
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PhysicsComponent(Entity* parent, int32_t componentId);
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virtual ~PhysicsComponent() = default;
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void Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) override;
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@ -25,6 +25,9 @@ public:
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const NiQuaternion& GetRotation() const { return m_Rotation; }
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virtual void SetRotation(const NiQuaternion& rot) { if (m_Rotation == rot) return; m_Rotation = rot; m_DirtyPosition = true; }
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int32_t GetCollisionGroup() const noexcept { return m_CollisionGroup; }
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void SetCollisionGroup(int32_t group) noexcept { m_CollisionGroup = group; }
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protected:
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dpEntity* CreatePhysicsEntity(eReplicaComponentType type);
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@ -37,6 +40,8 @@ protected:
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NiQuaternion m_Rotation;
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bool m_DirtyPosition;
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int32_t m_CollisionGroup{};
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};
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#endif //!__PHYSICSCOMPONENT__H__
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@ -12,7 +12,7 @@
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#include "dpShapeSphere.h"
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#include"EntityInfo.h"
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RigidbodyPhantomPhysicsComponent::RigidbodyPhantomPhysicsComponent(Entity* parent) : PhysicsComponent(parent) {
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RigidbodyPhantomPhysicsComponent::RigidbodyPhantomPhysicsComponent(Entity* parent, int32_t componentId) : PhysicsComponent(parent, componentId) {
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m_Position = m_Parent->GetDefaultPosition();
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m_Rotation = m_Parent->GetDefaultRotation();
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m_Scale = m_Parent->GetDefaultScale();
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@ -21,7 +21,7 @@ class RigidbodyPhantomPhysicsComponent : public PhysicsComponent {
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public:
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::RIGID_BODY_PHANTOM_PHYSICS;
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RigidbodyPhantomPhysicsComponent(Entity* parent);
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RigidbodyPhantomPhysicsComponent(Entity* parent, int32_t componentId);
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void Update(const float deltaTime) override;
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@ -13,7 +13,7 @@
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#include "Entity.h"
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SimplePhysicsComponent::SimplePhysicsComponent(Entity* parent, uint32_t componentID) : PhysicsComponent(parent) {
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SimplePhysicsComponent::SimplePhysicsComponent(Entity* parent, int32_t componentID) : PhysicsComponent(parent, componentID) {
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m_Position = m_Parent->GetDefaultPosition();
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m_Rotation = m_Parent->GetDefaultRotation();
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@ -30,7 +30,7 @@ class SimplePhysicsComponent : public PhysicsComponent {
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public:
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::SIMPLE_PHYSICS;
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SimplePhysicsComponent(Entity* parent, uint32_t componentID);
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SimplePhysicsComponent(Entity* parent, int32_t componentID);
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~SimplePhysicsComponent() override;
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void Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) override;
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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
Normal file
25
dScripts/02_server/Map/General/EnemyClearThreat.cpp
Normal file
@ -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>();
|
||||
if (!baseCombatAiComponent) return;
|
||||
|
||||
baseCombatAiComponent->ClearThreat();
|
||||
baseCombatAiComponent->ForceTether();
|
||||
} else if (colGroup == 10) { // player
|
||||
const auto enemies = Game::entityManager->GetEntitiesByComponent(eReplicaComponentType::BASE_COMBAT_AI);
|
||||
for (const auto& enemy : enemies) {
|
||||
auto* const baseCombatAiComponent = enemy->GetComponent<BaseCombatAIComponent>();
|
||||
if (!baseCombatAiComponent) continue;
|
||||
|
||||
baseCombatAiComponent->IgnoreThreat(target->GetObjectID(), 3.0f);
|
||||
}
|
||||
}
|
||||
}
|
11
dScripts/02_server/Map/General/EnemyClearThreat.h
Normal file
11
dScripts/02_server/Map/General/EnemyClearThreat.h
Normal file
@ -0,0 +1,11 @@
|
||||
#ifndef ENEMYCLEARTHREAT_H
|
||||
#define ENEMYCLEARTHREAT_H
|
||||
|
||||
#include "CppScripts.h"
|
||||
|
||||
class EnemyClearThreat : public CppScripts::Script {
|
||||
public:
|
||||
void OnCollisionPhantom(Entity* self, Entity* target) override;
|
||||
};
|
||||
|
||||
#endif //!ENEMYCLEARTHREAT_H
|
@ -327,6 +327,7 @@
|
||||
#include "VisToggleNotifierServer.h"
|
||||
#include "LupGenericInteract.h"
|
||||
#include "WblRobotCitizen.h"
|
||||
#include "EnemyClearThreat.h"
|
||||
|
||||
#include <map>
|
||||
#include <string>
|
||||
@ -686,8 +687,21 @@ namespace {
|
||||
{"scripts\\zone\\LUPs\\RobotCity Intro\\WBL_RCIntro_RobotCitizenOrange.lua", []() {return new WblRobotCitizen();}},
|
||||
{"scripts\\zone\\LUPs\\RobotCity Intro\\WBL_RCIntro_RobotCitizenRed.lua", []() {return new WblRobotCitizen();}},
|
||||
{"scripts\\zone\\LUPs\\RobotCity Intro\\WBL_RCIntro_RobotCitizenYellow.lua", []() {return new WblRobotCitizen();}},
|
||||
{"scripts\\02_server\\Map\\General\\L_ENEMY_CLEAR_THREAT.lua", []() {return new EnemyClearThreat();}},
|
||||
|
||||
};
|
||||
|
||||
std::set<std::string> g_ExcludedScripts = {
|
||||
"scripts\\02_server\\Enemy\\General\\L_SUSPEND_LUA_AI.lua",
|
||||
"scripts\\02_server\\Enemy\\General\\L_BASE_ENEMY_SPIDERLING.lua",
|
||||
"scripts\\ai\\AG\\L_AG_SENTINEL_GUARD.lua",
|
||||
"scripts\\ai\\FV\\L_ACT_NINJA_STUDENT.lua",
|
||||
"scripts\\ai\\WILD\\L_WILD_GF_FROG.lua",
|
||||
"scripts\\empty.lua",
|
||||
"scripts\\zone\\AG\\L_ZONE_AG.lua",
|
||||
"scripts\\zone\\NS\\L_ZONE_NS.lua",
|
||||
"scripts\\zone\\GF\\L_ZONE_GF.lua",
|
||||
};
|
||||
};
|
||||
|
||||
CppScripts::Script* const CppScripts::GetScript(Entity* parent, const std::string& scriptName) {
|
||||
@ -699,14 +713,8 @@ CppScripts::Script* const CppScripts::GetScript(Entity* parent, const std::strin
|
||||
const auto itrTernary = scriptLoader.find(scriptName);
|
||||
Script* script = itrTernary != scriptLoader.cend() ? itrTernary->second() : &InvalidToReturn;
|
||||
|
||||
if (script == &InvalidToReturn) {
|
||||
if ((scriptName.length() > 0) && !((scriptName == "scripts\\02_server\\Enemy\\General\\L_SUSPEND_LUA_AI.lua") ||
|
||||
(scriptName == "scripts\\02_server\\Enemy\\General\\L_BASE_ENEMY_SPIDERLING.lua") ||
|
||||
(scriptName == "scripts\\ai\\FV\\L_ACT_NINJA_STUDENT.lua") ||
|
||||
(scriptName == "scripts\\ai\\WILD\\L_WILD_GF_FROG.lua") ||
|
||||
(scriptName == "scripts\\empty.lua") ||
|
||||
(scriptName == "scripts\\ai\\AG\\L_AG_SENTINEL_GUARD.lua")
|
||||
)) LOG_DEBUG("LOT %i attempted to load CppScript for '%s', but returned InvalidScript.", parent->GetLOT(), scriptName.c_str());
|
||||
if (script == &InvalidToReturn && !scriptName.empty() && !g_ExcludedScripts.contains(scriptName)) {
|
||||
LOG_DEBUG("LOT %i attempted to load CppScript for '%s', but returned InvalidScript.", parent->GetLOT(), scriptName.c_str());
|
||||
}
|
||||
|
||||
g_Scripts[scriptName] = script;
|
||||
|
Loading…
Reference in New Issue
Block a user