mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-22 13:37:22 +00:00
Implement Timer handlers in triggers and ontimerdone trigger event (#1031)
* Works, but AOE is broken * Address Feedback * fix typo
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da6ca82ae2
commit
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@ -1232,6 +1232,7 @@ void Entity::Update(const float deltaTime) {
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for (CppScripts::Script* script : CppScripts::GetEntityScripts(this)) {
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script->OnTimerDone(this, timerName);
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}
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TriggerEvent(eTriggerEventType::TIMER_DONE, this);
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} else {
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timerPosition++;
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}
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@ -260,6 +260,8 @@ SkillExecutionResult SkillComponent::CalculateBehavior(const uint32_t skillId, c
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context->caster = m_Parent->GetObjectID();
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context->skillID = skillId;
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context->clientInitalized = clientInitalized;
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context->foundTarget = target != LWOOBJID_EMPTY || ignoreTarget || clientInitalized;
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@ -83,8 +83,12 @@ void TriggerComponent::HandleTriggerCommand(LUTriggers::Command* command, Entity
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case eTriggerCommandType::REPEL_OBJECT:
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HandleRepelObject(targetEntity, command->args);
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break;
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case eTriggerCommandType::SET_TIMER: break;
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case eTriggerCommandType::CANCEL_TIMER: break;
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case eTriggerCommandType::SET_TIMER:
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HandleSetTimer(targetEntity, argArray);
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break;
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case eTriggerCommandType::CANCEL_TIMER:
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HandleCancelTimer(targetEntity, command->args);
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break;
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case eTriggerCommandType::PLAY_CINEMATIC:
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HandlePlayCinematic(targetEntity, argArray);
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break;
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@ -194,7 +198,7 @@ void TriggerComponent::HandleDestroyObject(Entity* targetEntity, std::string arg
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void TriggerComponent::HandleToggleTrigger(Entity* targetEntity, std::string args){
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auto* triggerComponent = targetEntity->GetComponent<TriggerComponent>();
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if (!triggerComponent) {
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Game::logger->Log("TriggerComponent::HandleToggleTrigger", "Trigger component not found!");
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Game::logger->LogDebug("TriggerComponent::HandleToggleTrigger", "Trigger component not found!");
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return;
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}
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triggerComponent->SetTriggerEnabled(args == "1");
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@ -203,7 +207,7 @@ void TriggerComponent::HandleToggleTrigger(Entity* targetEntity, std::string arg
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void TriggerComponent::HandleResetRebuild(Entity* targetEntity, std::string args){
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auto* rebuildComponent = targetEntity->GetComponent<RebuildComponent>();
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if (!rebuildComponent) {
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Game::logger->Log("TriggerComponent::HandleResetRebuild", "Rebuild component not found!");
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Game::logger->LogDebug("TriggerComponent::HandleResetRebuild", "Rebuild component not found!");
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return;
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}
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rebuildComponent->ResetRebuild(args == "1");
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@ -233,7 +237,7 @@ void TriggerComponent::HandleRotateObject(Entity* targetEntity, std::vector<std:
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void TriggerComponent::HandlePushObject(Entity* targetEntity, std::vector<std::string> argArray){
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auto* phantomPhysicsComponent = m_Parent->GetComponent<PhantomPhysicsComponent>();
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if (!phantomPhysicsComponent) {
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Game::logger->Log("TriggerComponent::HandlePushObject", "Phantom Physics component not found!");
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Game::logger->LogDebug("TriggerComponent::HandlePushObject", "Phantom Physics component not found!");
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return;
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}
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phantomPhysicsComponent->SetPhysicsEffectActive(true);
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@ -250,7 +254,7 @@ void TriggerComponent::HandlePushObject(Entity* targetEntity, std::vector<std::s
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void TriggerComponent::HandleRepelObject(Entity* targetEntity, std::string args){
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auto* phantomPhysicsComponent = m_Parent->GetComponent<PhantomPhysicsComponent>();
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if (!phantomPhysicsComponent) {
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Game::logger->Log("TriggerComponent::HandleRepelObject", "Phantom Physics component not found!");
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Game::logger->LogDebug("TriggerComponent::HandleRepelObject", "Phantom Physics component not found!");
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return;
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}
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float forceMultiplier;
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@ -271,6 +275,20 @@ void TriggerComponent::HandleRepelObject(Entity* targetEntity, std::string args)
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EntityManager::Instance()->SerializeEntity(m_Parent);
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}
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void TriggerComponent::HandleSetTimer(Entity* targetEntity, std::vector<std::string> argArray){
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if (argArray.size() != 2) {
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Game::logger->LogDebug("TriggerComponent::HandleSetTimer", "Not ehought variables!");
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return;
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}
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float time = 0.0;
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GeneralUtils::TryParse<float>(argArray.at(1), time);
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m_Parent->AddTimer(argArray.at(0), time);
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}
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void TriggerComponent::HandleCancelTimer(Entity* targetEntity, std::string args){
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m_Parent->CancelTimer(args);
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}
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void TriggerComponent::HandlePlayCinematic(Entity* targetEntity, std::vector<std::string> argArray) {
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float leadIn = -1.0;
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auto wait = eEndBehavior::RETURN;
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@ -300,7 +318,7 @@ void TriggerComponent::HandlePlayCinematic(Entity* targetEntity, std::vector<std
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void TriggerComponent::HandleToggleBBB(Entity* targetEntity, std::string args) {
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auto* character = targetEntity->GetCharacter();
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if (!character) {
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Game::logger->Log("TriggerComponent::HandleToggleBBB", "Character was not found!");
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Game::logger->LogDebug("TriggerComponent::HandleToggleBBB", "Character was not found!");
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return;
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}
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bool buildMode = !(character->GetBuildMode());
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@ -316,7 +334,7 @@ void TriggerComponent::HandleUpdateMission(Entity* targetEntity, std::vector<std
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if (argArray.at(0) != "exploretask") return;
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MissionComponent* missionComponent = targetEntity->GetComponent<MissionComponent>();
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if (!missionComponent){
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Game::logger->Log("TriggerComponent::HandleUpdateMission", "Mission component not found!");
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Game::logger->LogDebug("TriggerComponent::HandleUpdateMission", "Mission component not found!");
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return;
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}
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missionComponent->Progress(eMissionTaskType::EXPLORE, 0, 0, argArray.at(4));
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@ -335,7 +353,7 @@ void TriggerComponent::HandlePlayEffect(Entity* targetEntity, std::vector<std::s
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void TriggerComponent::HandleCastSkill(Entity* targetEntity, std::string args){
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auto* skillComponent = targetEntity->GetComponent<SkillComponent>();
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if (!skillComponent) {
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Game::logger->Log("TriggerComponent::HandleCastSkill", "Skill component not found!");
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Game::logger->LogDebug("TriggerComponent::HandleCastSkill", "Skill component not found!");
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return;
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}
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uint32_t skillId;
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@ -346,7 +364,7 @@ void TriggerComponent::HandleCastSkill(Entity* targetEntity, std::string args){
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void TriggerComponent::HandleSetPhysicsVolumeEffect(Entity* targetEntity, std::vector<std::string> argArray) {
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auto* phantomPhysicsComponent = targetEntity->GetComponent<PhantomPhysicsComponent>();
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if (!phantomPhysicsComponent) {
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Game::logger->Log("TriggerComponent::HandleSetPhysicsVolumeEffect", "Phantom Physics component not found!");
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Game::logger->LogDebug("TriggerComponent::HandleSetPhysicsVolumeEffect", "Phantom Physics component not found!");
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return;
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}
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phantomPhysicsComponent->SetPhysicsEffectActive(true);
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@ -381,7 +399,7 @@ void TriggerComponent::HandleSetPhysicsVolumeEffect(Entity* targetEntity, std::v
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void TriggerComponent::HandleSetPhysicsVolumeStatus(Entity* targetEntity, std::string args) {
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auto* phantomPhysicsComponent = targetEntity->GetComponent<PhantomPhysicsComponent>();
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if (!phantomPhysicsComponent) {
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Game::logger->Log("TriggerComponent::HandleSetPhysicsVolumeEffect", "Phantom Physics component not found!");
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Game::logger->LogDebug("TriggerComponent::HandleSetPhysicsVolumeEffect", "Phantom Physics component not found!");
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return;
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}
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phantomPhysicsComponent->SetPhysicsEffectActive(args == "On");
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@ -30,6 +30,8 @@ private:
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void HandleRotateObject(Entity* targetEntity, std::vector<std::string> argArray);
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void HandlePushObject(Entity* targetEntity, std::vector<std::string> argArray);
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void HandleRepelObject(Entity* targetEntity, std::string args);
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void HandleSetTimer(Entity* targetEntity, std::vector<std::string> argArray);
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void HandleCancelTimer(Entity* targetEntity, std::string args);
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void HandlePlayCinematic(Entity* targetEntity, std::vector<std::string> argArray);
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void HandleToggleBBB(Entity* targetEntity, std::string args);
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void HandleUpdateMission(Entity* targetEntity, std::vector<std::string> argArray);
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@ -5,113 +5,55 @@
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#include "eReplicaComponentType.h"
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void AgJetEffectServer::OnUse(Entity* self, Entity* user) {
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if (inUse) {
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return;
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}
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if (inUse || !self->GetLOT() == 6859) return;
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GameMessages::SendNotifyClientObject(
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self->GetObjectID(),
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u"isInUse",
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0,
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0,
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LWOOBJID_EMPTY,
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"",
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UNASSIGNED_SYSTEM_ADDRESS
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self->GetObjectID(), u"toggleInUse", 1, 0, LWOOBJID_EMPTY, "", UNASSIGNED_SYSTEM_ADDRESS
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);
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inUse = true;
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auto entities = EntityManager::Instance()->GetEntitiesInGroup("Jet_FX");
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if (entities.empty()) {
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return;
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}
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auto* effect = entities[0];
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GameMessages::SendPlayFXEffect(effect, 641, u"create", "radarDish", LWOOBJID_EMPTY, 1, 1, true);
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self->AddTimer("radarDish", 2);
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self->AddTimer("CineDone", 9);
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if (entities.empty()) return;
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GameMessages::SendPlayFXEffect(entities.at(0), 641, u"create", "radarDish", LWOOBJID_EMPTY, 1, 1, true);
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self->AddTimer("radarDish", 2.0f);
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self->AddTimer("PlayEffect", 2.5f);
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self->AddTimer("CineDone", 7.5f + 5.0f); // 7.5f is time the cinematic takes to play
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}
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void AgJetEffectServer::OnRebuildComplete(Entity* self, Entity* target) {
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if (self->GetLOT() != 6209) return;
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auto entities = EntityManager::Instance()->GetEntitiesInGroup("Jet_FX");
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if (entities.empty()) return;
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GameMessages::SendPlayAnimation(entities.at(0), u"jetFX");
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if (entities.empty()) {
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return;
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}
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auto* effect = entities[0];
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auto groups = self->GetGroups();
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if (groups.empty()) {
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return;
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}
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// So we can give kill credit to person who build this
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builder = target->GetObjectID();
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const auto group = groups[0];
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GameMessages::SendPlayAnimation(effect, u"jetFX");
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auto groups = self->GetGroups();
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if (!groups.empty() && groups.at(0) == "Base_Radar") {
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self->AddTimer("PlayEffect", 2.5f);
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if (group == "Base_Radar") {
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self->AddTimer("CineDone", 5);
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self->AddTimer("CineDone", 7.5f + 5.0f); // 7.5f is time the cinematic takes to play
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}
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}
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void AgJetEffectServer::OnTimerDone(Entity* self, std::string timerName) {
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if (timerName == "radarDish") {
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GameMessages::SendStopFXEffect(self, true, "radarDish");
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return;
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}
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if (timerName == "PlayEffect") {
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} else if (timerName == "PlayEffect") {
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auto entities = EntityManager::Instance()->GetEntitiesInGroup("mortarMain");
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if (entities.empty()) return;
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if (entities.empty()) {
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return;
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}
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const auto size = entities.size();
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if (size == 0) {
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return;
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}
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const auto selected = GeneralUtils::GenerateRandomNumber<int>(0, size - 1);
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auto* mortar = entities[selected];
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Game::logger->Log("AgJetEffectServer", "Mortar (%i) (&d)", mortar->GetLOT(), mortar->HasComponent(eReplicaComponentType::SKILL));
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const auto selected = GeneralUtils::GenerateRandomNumber<int>(0, entities.size() - 1);
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auto* mortar = entities.at(selected);
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// so we give proper credit to the builder for the kills from this skill
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mortar->SetOwnerOverride(builder);
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SkillComponent* skillComponent;
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if (!mortar->TryGetComponent(eReplicaComponentType::SKILL, skillComponent)) {
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return;
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}
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skillComponent->CalculateBehavior(318, 3727, LWOOBJID_EMPTY, true);
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return;
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}
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if (timerName == "CineDone") {
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auto* skillComponent = mortar->GetComponent<SkillComponent>();
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if (skillComponent) skillComponent->CastSkill(318);
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} else if (timerName == "CineDone") {
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GameMessages::SendNotifyClientObject(
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self->GetObjectID(),
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u"toggleInUse",
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-1,
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0,
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LWOOBJID_EMPTY,
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"",
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UNASSIGNED_SYSTEM_ADDRESS
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self->GetObjectID(), u"toggleInUse", -1, 0, LWOOBJID_EMPTY, "", UNASSIGNED_SYSTEM_ADDRESS
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);
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inUse = false;
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}
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}
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