Merge RC script from differnt branch

Add wandering vendor script
Update proximity monitors to move with their respective entityies
This commit is contained in:
Aaron Kimbre 2023-08-15 14:35:35 -05:00
parent e35b95f3c8
commit 691a42ba20
14 changed files with 98 additions and 32 deletions

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@ -279,6 +279,7 @@ set(INCLUDED_DIRECTORIES
"dScripts/client/ai/PR"
"dScripts/zone/AG"
"dScripts/zone/LUPs"
"dScripts/zone/LUPs/RobotCity_Intro"
"dScripts/zone/PROPERTY"
"dScripts/zone/PROPERTY/FV"
"dScripts/zone/PROPERTY/GF"

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@ -61,17 +61,17 @@ bool ProximityMonitorComponent::IsInProximity(const std::string& name, LWOOBJID
}
void ProximityMonitorComponent::Update(float deltaTime) {
for (const auto& prox : m_ProximitiesData) {
if (!prox.second) continue;
for (const auto& [name, dpentity] : m_ProximitiesData) {
if (!dpentity) continue;
dpentity->SetPosition(m_Parent->GetPosition());
//Process enter events
for (auto* en : prox.second->GetNewObjects()) {
m_Parent->OnCollisionProximity(en->GetObjectID(), prox.first, "ENTER");
for (auto* en : dpentity->GetNewObjects()) {
m_Parent->OnCollisionProximity(en->GetObjectID(), name, "ENTER");
}
//Process exit events
for (auto* en : prox.second->GetRemovedObjects()) {
m_Parent->OnCollisionProximity(en->GetObjectID(), prox.first, "LEAVE");
for (auto* en : dpentity->GetRemovedObjects()) {
m_Parent->OnCollisionProximity(en->GetObjectID(), name, "LEAVE");
}
}
}

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@ -16,4 +16,5 @@ set(DSCRIPTS_SOURCES_02_SERVER_MAP_AM
"AmSkullkinTower.cpp"
"AmBlueX.cpp"
"AmTeapotServer.cpp"
"WanderingVendor.cpp"
PARENT_SCOPE)

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@ -0,0 +1,35 @@
#include "WanderingVendor.h"
#include "MovementAIComponent.h"
#include "ProximityMonitorComponent.h"
void WanderingVendor::OnStartup(Entity* self) {
auto movementAIComponent = self->GetComponent<MovementAIComponent>();
if (!movementAIComponent) return;
movementAIComponent->Resume();
self->SetProximityRadius(10, "playermonitor");
}
void WanderingVendor::OnProximityUpdate(Entity* self, Entity* entering, std::string name, std::string status) {
if (status == "ENTER" && entering->IsPlayer()) {
auto movementAIComponent = self->GetComponent<MovementAIComponent>();
if (!movementAIComponent) return;
movementAIComponent->Pause();
self->CancelTimer("startWalking");
} else if (status == "LEAVE") {
auto* proximityMonitorComponent = self->GetComponent<ProximityMonitorComponent>();
if (!proximityMonitorComponent) {
Game::logger->LogDebug("MovementAIComponent::HandleWaypointCommandRemoveNPC", "Proximity monitor component not found!");
return;
}
const auto proxObjs = proximityMonitorComponent->GetProximityObjects("playermonitor");
if (proxObjs.empty()) self->AddTimer("startWalking", 1.5);
}
}
void WanderingVendor::OnTimerDone(Entity* self, std::string timerName) {
if (timerName == "startWalking") {
auto movementAIComponent = self->GetComponent<MovementAIComponent>();
if (!movementAIComponent) return;
movementAIComponent->Resume();
}
}

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@ -0,0 +1,10 @@
#pragma once
#include "CppScripts.h"
class WanderingVendor : public CppScripts::Script {
public:
void OnStartup(Entity* self) override;
void OnProximityUpdate(Entity* self, Entity* entering, std::string name, std::string status) override;
void OnTimerDone(Entity* self, std::string timerName) override;
};

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@ -235,6 +235,7 @@
#include "AmDarklingDragon.h"
#include "AmBlueX.h"
#include "AmTeapotServer.h"
#include "WanderingVendor.h"
// NJ Scripts
#include "NjGarmadonCelebration.h"
@ -762,6 +763,8 @@ CppScripts::Script* CppScripts::GetScript(Entity* parent, const std::string& scr
script = new AmBlueX();
else if (scriptName == "scripts\\02_server\\Map\\AM\\L_TEAPOT_SERVER.lua")
script = new AmTeapotServer();
else if (scriptName == "scripts\\02_server\\Map\\AM\\L_WANDERING_VENDOR.lua")
script = new WanderingVendor();
// Ninjago
else if (scriptName == "scripts\\02_server\\Map\\njhub\\L_GARMADON_CELEBRATION_SERVER.lua")

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@ -1,19 +0,0 @@
#include "WblRobotCitizen.h"
#include "GameMessages.h"
void WblRobotCitizen::OnStartup(Entity* self) {
// TODO: make it move via controllable physics
}
void WblRobotCitizen::OnUse(Entity* self, Entity* user) {
auto movingPlatformComponent = self->GetComponent<MovingPlatformComponent>();
if (movingPlatformComponent) movingPlatformComponent->StopPathing();
auto face = NiQuaternion::LookAt(self->GetPosition(), user->GetPosition());
self->SetRotation(face);
GameMessages::SendPlayAnimation(self, u"wave");
self->AddTimer("animation time", m_AnimationTime);
}
void WblRobotCitizen::OnTimerDone(Entity* self, std::string timerName) {
// TODO: make it move via controllable physics
}

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@ -1,5 +1,6 @@
set(DSCRIPTS_SOURCES_AI_WILD
"AllCrateChicken.cpp"
"LupGenericInteract.cpp"
"WildAmbients.cpp"
"WildAmbientCrab.cpp"
"WildAndScared.cpp"

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@ -1,6 +1,5 @@
#include "LupGenericInteract.h"
#include "GameMessages.h"
#include "dLogger.h"
void LupGenericInteract::OnUse(Entity* self, Entity* user) {
GameMessages::SendPlayAnimation(self, u"interact");

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@ -1,3 +1,12 @@
set(DSCRIPTS_SOURCES_ZONE_LUPS
"WblGenericZone.cpp"
PARENT_SCOPE)
)
add_subdirectory(RobotCity_Intro)
foreach(file ${DSCRIPTS_SOURCES_ZONE_LUPS_ROBOTCITYINTRO})
set(DSCRIPTS_SOURCES_ZONE_LUPS ${DSCRIPTS_SOURCES_ZONE_LUPS} "RobotCity_Intro/${file}")
endforeach()
set(DSCRIPTS_SOURCES_ZONE_LUPS ${DSCRIPTS_SOURCES_ZONE_LUPS} PARENT_SCOPE)

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@ -0,0 +1,3 @@
set(DSCRIPTS_SOURCES_ZONE_LUPS_ROBOTCITYINTRO
"WblRobotCitizen.cpp"
PARENT_SCOPE)

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@ -0,0 +1,25 @@
#include "WblRobotCitizen.h"
#include "MovementAIComponent.h"
#include "RenderComponent.h"
void WblRobotCitizen::OnStartup(Entity* self) {
auto movementAIComponent = self->GetComponent<MovementAIComponent>();
if (!movementAIComponent) return;
movementAIComponent->Resume();
}
void WblRobotCitizen::OnUse(Entity* self, Entity* user) {
auto movementAIComponent = self->GetComponent<MovementAIComponent>();
if (!movementAIComponent) return;
movementAIComponent->Pause();
auto face = NiQuaternion::LookAt(self->GetPosition(), user->GetPosition());
self->SetRotation(face);
auto timer = RenderComponent::PlayAnimation(self, "wave");
self->AddTimer("animation time", timer);
}
void WblRobotCitizen::OnTimerDone(Entity* self, std::string timerName) {
auto movementAIComponent = self->GetComponent<MovementAIComponent>();
if (!movementAIComponent) return;
movementAIComponent->Resume();
}

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@ -6,7 +6,5 @@ public:
void OnStartup(Entity* self) override;
void OnUse(Entity* self, Entity* user) override;
void OnTimerDone(Entity* self, std::string timerName) override;
private:
const float m_AnimationTime = 2.5;
};