Merge pull request #531 Add Fong Architect Script

Added the Fong Architect script and split out the Darkitect method into its own file so it can be used across multiple scripts.
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David Markowitz 2022-05-01 16:22:12 -07:00 committed by GitHub
commit 427c4a8c33
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GPG Key ID: 4AEE18F83AFDEB23
7 changed files with 77 additions and 48 deletions

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@ -147,6 +147,7 @@
#include "FvNinjaGuard.h" #include "FvNinjaGuard.h"
#include "FvPassThroughWall.h" #include "FvPassThroughWall.h"
#include "FvBounceOverWall.h" #include "FvBounceOverWall.h"
#include "FvFong.h"
// FB Scripts // FB Scripts
#include "AgJetEffectServer.h" #include "AgJetEffectServer.h"
@ -568,6 +569,8 @@ CppScripts::Script* CppScripts::GetScript(Entity* parent, const std::string& scr
script = new FvPassThroughWall(); script = new FvPassThroughWall();
else if (scriptName == "scripts\\ai\\FV\\L_ACT_BOUNCE_OVER_WALL.lua") else if (scriptName == "scripts\\ai\\FV\\L_ACT_BOUNCE_OVER_WALL.lua")
script = new FvBounceOverWall(); script = new FvBounceOverWall();
else if (scriptName == "scripts\\02_server\\Map\\FV\\L_NPC_FONG.lua")
script = new FvFong();
//Misc: //Misc:
if (scriptName == "scripts\\02_server\\Map\\General\\L_EXPLODING_ASSET.lua") if (scriptName == "scripts\\02_server\\Map\\General\\L_EXPLODING_ASSET.lua")

35
dScripts/Darkitect.cpp Normal file
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@ -0,0 +1,35 @@
#include "Darkitect.h"
#include "MissionComponent.h"
#include "DestroyableComponent.h"
#include "EntityManager.h"
#include "GameMessages.h"
#include "Character.h"
void Darkitect::Reveal(Entity* self, Entity* player)
{
const auto playerID = player->GetObjectID();
GameMessages::SendNotifyClientObject(self->GetObjectID(), u"reveal", 0, 0, playerID, "", player->GetSystemAddress());
self->AddCallbackTimer(20, [this, self, playerID]() {
auto* player = EntityManager::Instance()->GetEntity(playerID);
if (!player) return;
auto* destroyableComponent = player->GetComponent<DestroyableComponent>();
auto* missionComponent = player->GetComponent<MissionComponent>();
auto* character = player->GetCharacter();
if (destroyableComponent != nullptr && missionComponent != nullptr && character != nullptr) {
destroyableComponent->SetArmor(0);
destroyableComponent->SetHealth(1);
destroyableComponent->SetImagination(0);
if (missionComponent->GetMissionState(1295) == MissionState::MISSION_STATE_ACTIVE) {
character->SetPlayerFlag(1911, true);
}
EntityManager::Instance()->SerializeEntity(player);
}
});
}

9
dScripts/Darkitect.h Normal file
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@ -0,0 +1,9 @@
#pragma once
class Entity;
class Darkitect
{
public:
void Reveal(Entity* self, Entity* player);
};

12
dScripts/FvFong.cpp Normal file
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@ -0,0 +1,12 @@
#include "FvFong.h"
#include "Darkitect.h"
#include "MissionComponent.h"
void FvFong::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState)
{
if (missionID == 734 && missionState == MissionState::MISSION_STATE_READY_TO_COMPLETE)
{
Darkitect Baron;
Baron.Reveal(self, target);
}
}

8
dScripts/FvFong.h Normal file
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@ -0,0 +1,8 @@
#pragma once
#include "CppScripts.h"
class FvFong : public CppScripts::Script
{
public:
void OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState) override;
};

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@ -1,53 +1,16 @@
#include "NtDarkitectRevealServer.h" #include "NtDarkitectRevealServer.h"
#include "Darkitect.h"
#include "MissionComponent.h" #include "MissionComponent.h"
#include "DestroyableComponent.h"
#include "EntityManager.h"
#include "GameMessages.h"
#include "Character.h"
void NtDarkitectRevealServer::OnUse(Entity* self, Entity* user)
void NtDarkitectRevealServer::OnUse(Entity* self, Entity* user)
{ {
Darkitect(self, user); Darkitect Baron;
Baron.Reveal(self, user);
auto* missionComponent = user->GetComponent<MissionComponent>(); auto* missionComponent = user->GetComponent<MissionComponent>();
if (missionComponent != nullptr) if (missionComponent != nullptr)
{ {
missionComponent->ForceProgressTaskType(1344, 1, 14293); missionComponent->ForceProgressTaskType(1344, 1, 14293);
} }
}
void NtDarkitectRevealServer::Darkitect(Entity* self, Entity* player)
{
const auto playerID = player->GetObjectID();
GameMessages::SendNotifyClientObject(self->GetObjectID(), u"reveal", 0, 0, playerID, "", player->GetSystemAddress());
self->AddCallbackTimer(20, [this, self, playerID]() {
auto* player = EntityManager::Instance()->GetEntity(playerID);
if (player == nullptr)
{
return;
}
auto* destroyableComponent = player->GetComponent<DestroyableComponent>();
auto* missionComponent = player->GetComponent<MissionComponent>();
auto* character = player->GetCharacter();
if (destroyableComponent != nullptr && missionComponent != nullptr && character != nullptr)
{
destroyableComponent->SetArmor(0);
destroyableComponent->SetHealth(1);
destroyableComponent->SetImagination(0);
if (missionComponent->GetMissionState(1295) == MissionState::MISSION_STATE_ACTIVE)
{
character->SetPlayerFlag(1911, true);
}
EntityManager::Instance()->SerializeEntity(player);
}
});
} }

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@ -4,6 +4,5 @@
class NtDarkitectRevealServer : public CppScripts::Script class NtDarkitectRevealServer : public CppScripts::Script
{ {
public: public:
void OnUse(Entity* self, Entity* user) override; void OnUse(Entity* self, Entity* user) override;
void Darkitect(Entity* self, Entity* player);
}; };