mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-09 17:58:20 +00:00
Implement Buccaneer Valiant special ability
Adds the ability for the buccaneer valiant to spawn a ship that rams enemies and smashes them. Next to a script that triggers the ship skill a few other changes had to be made: - Force movement behavior server side calculation and sync - The ship has no physics volume so the FindValidTargets for behaviors had to be altered to allow ControllablePhysics entities to find entities within their area. The "target_self" AOE flag has been used to replicate the old behavior.
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@ -74,7 +74,7 @@ void AreaOfEffectBehavior::Calculate(BehaviorContext* context, RakNet::BitStream
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includeFaction = 1;
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}
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for (auto validTarget : context->GetValidTargets(m_ignoreFaction , includeFaction))
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for (auto validTarget : context->GetValidTargets(m_ignoreFaction , includeFaction, m_TargetSelf == 1))
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{
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auto* entity = EntityManager::Instance()->GetEntity(validTarget);
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@ -155,4 +155,6 @@ void AreaOfEffectBehavior::Load()
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this->m_ignoreFaction = GetInt("ignore_faction");
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this->m_includeFaction = GetInt("include_faction");
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this->m_TargetSelf = GetInt("target_self");
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}
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@ -13,6 +13,8 @@ public:
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int32_t m_ignoreFaction;
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int32_t m_includeFaction;
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int32_t m_TargetSelf;
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/*
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* Inherited
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@ -149,7 +149,7 @@ void BehaviorContext::SyncBehavior(const uint32_t syncId, RakNet::BitStream* bit
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return;
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}
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behavior->Sync(this, bitStream, branch);
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}
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@ -325,7 +325,7 @@ void BehaviorContext::Reset()
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this->scheduledUpdates.clear();
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}
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std::vector<LWOOBJID> BehaviorContext::GetValidTargets(int32_t ignoreFaction, int32_t includeFaction) const
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std::vector<LWOOBJID> BehaviorContext::GetValidTargets(int32_t ignoreFaction, int32_t includeFaction, bool targetSelf) const
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{
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auto* entity = EntityManager::Instance()->GetEntity(this->caster);
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@ -353,21 +353,20 @@ std::vector<LWOOBJID> BehaviorContext::GetValidTargets(int32_t ignoreFaction, in
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}
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}
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if (ignoreFaction || includeFaction || (!entity->HasComponent(COMPONENT_TYPE_PHANTOM_PHYSICS) && !entity->HasComponent(COMPONENT_TYPE_CONTROLLABLE_PHYSICS) && targets.empty()))
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if (ignoreFaction || includeFaction || (!entity->HasComponent(COMPONENT_TYPE_PHANTOM_PHYSICS) && targets.empty()))
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{
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DestroyableComponent* destroyableComponent;
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DestroyableComponent* destroyableComponent;
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if (!entity->TryGetComponent(COMPONENT_TYPE_DESTROYABLE, destroyableComponent))
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{
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return targets;
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}
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auto entities = EntityManager::Instance()->GetEntitiesByComponent(COMPONENT_TYPE_CONTROLLABLE_PHYSICS);
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for (auto* candidate : entities)
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{
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const auto id = candidate->GetObjectID();
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if (destroyableComponent->CheckValidity(id, ignoreFaction || includeFaction))
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if ((id != entity->GetObjectID() || targetSelf) && destroyableComponent->CheckValidity(id, ignoreFaction || includeFaction))
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{
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targets.push_back(id);
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}
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@ -102,7 +102,7 @@ struct BehaviorContext
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void Reset();
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std::vector<LWOOBJID> GetValidTargets(int32_t ignoreFaction = 0, int32_t includeFaction = 0) const;
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std::vector<LWOOBJID> GetValidTargets(int32_t ignoreFaction = 0, int32_t includeFaction = 0, const bool targetSelf = false) const;
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explicit BehaviorContext(LWOOBJID originator, bool calculation = false);
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@ -1,44 +1,81 @@
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#include "ForceMovementBehavior.h"
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#include "BehaviorBranchContext.h"
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#include "BehaviorContext.h"
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#include "ControllablePhysicsComponent.h"
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#include "EntityManager.h"
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void ForceMovementBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, const BehaviorBranchContext branch)
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{
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if (this->m_hitAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY && this->m_hitEnemyAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY && this->m_hitFactionAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY)
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{
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return;
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}
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void ForceMovementBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, const BehaviorBranchContext branch) {
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if (this->m_hitAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY && this->m_hitEnemyAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY && this->m_hitFactionAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY) {
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return;
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}
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uint32_t handle;
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bitStream->Read(handle);
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context->RegisterSyncBehavior(handle, this, branch);
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uint32_t handle;
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bitStream->Read(handle);
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context->RegisterSyncBehavior(handle, this, branch);
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}
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void ForceMovementBehavior::Sync(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch)
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{
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uint32_t next;
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uint32_t next;
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bitStream->Read(next);
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bitStream->Read(next);
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LWOOBJID target;
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bitStream->Read(target);
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LWOOBJID target;
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branch.target = target;
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auto* behavior = CreateBehavior(next);
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behavior->Handle(context, bitStream, branch);
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}
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bitStream->Read(target);
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void ForceMovementBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
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if (this->m_hitAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY && this->m_hitEnemyAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY && this->m_hitFactionAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY) {
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return;
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}
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auto* behavior = CreateBehavior(next);
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auto* casterEntity = EntityManager::Instance()->GetEntity(context->caster);
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if (casterEntity != nullptr) {
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auto* controllablePhysicsComponent = casterEntity->GetComponent<ControllablePhysicsComponent>();
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if (controllablePhysicsComponent != nullptr) {
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branch.target = target;
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if (m_Forward == 1) {
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controllablePhysicsComponent->SetVelocity(controllablePhysicsComponent->GetRotation().GetForwardVector() * 25);
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}
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behavior->Handle(context, bitStream, branch);
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EntityManager::Instance()->SerializeEntity(casterEntity);
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}
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}
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const auto skillHandle = context->GetUniqueSkillId();
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bitStream->Write(skillHandle);
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context->SyncCalculation(skillHandle, this->m_Duration, this, branch);
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}
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void ForceMovementBehavior::Load()
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{
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this->m_hitAction = GetAction("hit_action");
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this->m_hitEnemyAction = GetAction("hit_action_enemy");
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this->m_hitFactionAction = GetAction("hit_action_faction");
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this->m_hitAction = GetAction("hit_action");
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this->m_hitEnemyAction = GetAction("hit_action_enemy");
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this->m_hitFactionAction = GetAction("hit_action_faction");
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this->m_Duration = GetFloat("duration");
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this->m_Forward = GetFloat("forward");
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this->m_Left = GetFloat("left");
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this->m_Yaw = GetFloat("yaw");
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}
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void ForceMovementBehavior::SyncCalculation(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
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auto* casterEntity = EntityManager::Instance()->GetEntity(context->caster);
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if (casterEntity != nullptr) {
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auto* controllablePhysicsComponent = casterEntity->GetComponent<ControllablePhysicsComponent>();
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if (controllablePhysicsComponent != nullptr) {
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controllablePhysicsComponent->SetPosition(controllablePhysicsComponent->GetPosition() + controllablePhysicsComponent->GetVelocity() * m_Duration);
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controllablePhysicsComponent->SetVelocity({});
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EntityManager::Instance()->SerializeEntity(casterEntity);
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}
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}
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this->m_hitAction->Calculate(context, bitStream, branch);
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this->m_hitEnemyAction->Calculate(context, bitStream, branch);
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this->m_hitEnemyAction->Calculate(context, bitStream, branch);
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}
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@ -9,6 +9,11 @@ public:
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Behavior* m_hitEnemyAction;
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Behavior* m_hitFactionAction;
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float_t m_Duration;
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float_t m_Forward;
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float_t m_Left;
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float_t m_Yaw;
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/*
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* Inherited
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@ -18,8 +23,12 @@ public:
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{
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}
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void Calculate(BehaviorContext *context, RakNet::BitStream *bitStream, BehaviorBranchContext branch) override;
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void Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) override;
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void SyncCalculation(BehaviorContext *context, RakNet::BitStream *bitStream, BehaviorBranchContext branch) override;
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void Sync(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) override;
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void Load() override;
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24
dScripts/BuccaneerValiantShip.cpp
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24
dScripts/BuccaneerValiantShip.cpp
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@ -0,0 +1,24 @@
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#include "BuccaneerValiantShip.h"
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#include "SkillComponent.h"
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#include "dLogger.h"
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void BuccaneerValiantShip::OnStartup(Entity* self) {
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const auto skill = 982;
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const auto behavior = 20577;
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const auto skillCastTimer = 1.0F;
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self->AddCallbackTimer(skillCastTimer, [self]() {
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auto* skillComponent = self->GetComponent<SkillComponent>();
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auto* owner = self->GetOwner();
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if (skillComponent != nullptr && owner != nullptr) {
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skillComponent->CalculateBehavior(skill, behavior, LWOOBJID_EMPTY, true, false, owner->GetObjectID());
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// Kill self if missed
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const auto selfSmashTimer = 1.1F;
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self->AddCallbackTimer(selfSmashTimer, [self]() {
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self->Kill();
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});
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}
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});
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}
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dScripts/BuccaneerValiantShip.h
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6
dScripts/BuccaneerValiantShip.h
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@ -0,0 +1,6 @@
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#pragma once
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#include "CppScripts.h"
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class BuccaneerValiantShip : public CppScripts::Script {
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void OnStartup(Entity *self) override;
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};
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@ -261,6 +261,7 @@
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#include "PersonalFortress.h"
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#include "PropertyDevice.h"
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#include "ImaginationBackpackHealServer.h"
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#include "BuccaneerValiantShip.h"
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// Survival scripts
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#include "AgSurvivalStromling.h"
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@ -774,6 +775,8 @@ CppScripts::Script* CppScripts::GetScript(Entity* parent, const std::string& scr
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script = new PropertyDevice();
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else if (scriptName == "scripts\\02_server\\Map\\General\\L_IMAG_BACKPACK_HEALS_SERVER.lua")
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script = new ImaginationBackpackHealServer();
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else if (scriptName == "scripts\\EquipmentScripts\\BuccaneerValiantShip.lua")
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script = new BuccaneerValiantShip();
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//Ignore these scripts:
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else if (scriptName == "scripts\\02_server\\Enemy\\General\\L_SUSPEND_LUA_AI.lua")
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