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https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-08-04 09:44:10 +00:00
Organize dScripts (#814)
* Organize dScripts whitespace Remove parent scope Remove parent scope from initial setter Remove debug Remove helper programs * Fix NtImagimeterVisibility script Co-authored-by: aronwk-aaron <aronwk.aaron@gmail.com>
This commit is contained in:
152
dScripts/02_server/Enemy/AM/AmDarklingDragon.cpp
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152
dScripts/02_server/Enemy/AM/AmDarklingDragon.cpp
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#include "AmDarklingDragon.h"
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#include "BaseCombatAIComponent.h"
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#include "DestroyableComponent.h"
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#include "EntityManager.h"
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#include "GameMessages.h"
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#include "SkillComponent.h"
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#include "BaseCombatAIComponent.h"
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void AmDarklingDragon::OnStartup(Entity* self) {
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self->SetVar<int32_t>(u"weakspot", 0);
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auto* baseCombatAIComponent = self->GetComponent<BaseCombatAIComponent>();
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if (baseCombatAIComponent != nullptr) {
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baseCombatAIComponent->SetStunImmune(true);
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}
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}
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void AmDarklingDragon::OnDie(Entity* self, Entity* killer) {
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if (self->GetVar<bool>(u"bDied")) {
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return;
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}
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self->SetVar<bool>(u"bDied", true);
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auto golemId = self->GetVar<LWOOBJID>(u"Golem");
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auto* golem = EntityManager::Instance()->GetEntity(golemId);
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if (golem != nullptr) {
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golem->Smash(self->GetObjectID());
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}
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}
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void AmDarklingDragon::OnHitOrHealResult(Entity* self, Entity* attacker, int32_t damage) {
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GameMessages::SendPlayFXEffect(self, -1, u"gothit", "", LWOOBJID_EMPTY, 1, 1, true);
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if (true) {
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auto weakpoint = self->GetVar<int32_t>(u"weakspot");
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if (weakpoint == 1) {
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self->Smash(attacker->GetObjectID());
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}
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}
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auto* destroyableComponent = self->GetComponent<DestroyableComponent>();
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if (destroyableComponent != nullptr) {
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if (destroyableComponent->GetArmor() > 0) return;
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auto weakpoint = self->GetVar<int32_t>(u"weakpoint");
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if (weakpoint == 0) {
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self->AddTimer("ReviveTimer", 12);
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auto* baseCombatAIComponent = self->GetComponent<BaseCombatAIComponent>();
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auto* skillComponent = self->GetComponent<SkillComponent>();
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if (baseCombatAIComponent != nullptr) {
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baseCombatAIComponent->SetDisabled(true);
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baseCombatAIComponent->SetStunned(true);
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}
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if (skillComponent != nullptr) {
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skillComponent->Interrupt();
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}
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self->SetVar<int32_t>(u"weakpoint", 2);
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GameMessages::SendPlayAnimation(self, u"stunstart", 1.7f);
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self->AddTimer("timeToStunLoop", 1);
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auto position = self->GetPosition();
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auto forward = self->GetRotation().GetForwardVector();
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auto backwards = forward * -1;
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forward.x *= 10;
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forward.z *= 10;
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auto rotation = self->GetRotation();
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auto objectPosition = NiPoint3();
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objectPosition.y = position.y;
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objectPosition.x = position.x - (backwards.x * 8);
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objectPosition.z = position.z - (backwards.z * 8);
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auto golem = self->GetVar<int32_t>(u"DragonSmashingGolem");
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EntityInfo info{};
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info.lot = golem != 0 ? golem : 8340;
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info.pos = objectPosition;
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info.rot = rotation;
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info.spawnerID = self->GetObjectID();
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info.settings = {
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new LDFData<std::string>(u"rebuild_activators",
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std::to_string(objectPosition.x + forward.x) + "\x1f" +
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std::to_string(objectPosition.y) + "\x1f" +
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std::to_string(objectPosition.z + forward.z)
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),
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new LDFData<int32_t>(u"respawn", 100000),
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new LDFData<float>(u"rebuild_reset_time", 15),
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new LDFData<bool>(u"no_timed_spawn", true),
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new LDFData<LWOOBJID>(u"Dragon", self->GetObjectID())
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};
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auto* golemObject = EntityManager::Instance()->CreateEntity(info);
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EntityManager::Instance()->ConstructEntity(golemObject);
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}
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}
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}
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void AmDarklingDragon::OnTimerDone(Entity* self, std::string timerName) {
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if (timerName == "ReviveHeldTimer") {
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self->AddTimer("backToAttack", 2.5);
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} else if (timerName == "ExposeWeakSpotTimer") {
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self->SetVar<int32_t>(u"weakspot", 1);
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} else if (timerName == "timeToStunLoop") {
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GameMessages::SendPlayAnimation(self, u"stunloop", 1.8f);
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} else if (timerName == "ReviveTimer") {
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GameMessages::SendPlayAnimation(self, u"stunend", 2.0f);
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self->AddTimer("backToAttack", 1);
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} else if (timerName == "backToAttack") {
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auto* baseCombatAIComponent = self->GetComponent<BaseCombatAIComponent>();
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auto* skillComponent = self->GetComponent<SkillComponent>();
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if (baseCombatAIComponent != nullptr) {
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baseCombatAIComponent->SetDisabled(false);
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baseCombatAIComponent->SetStunned(false);
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}
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if (skillComponent != nullptr) {
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skillComponent->Interrupt();
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}
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self->SetVar<int32_t>(u"weakspot", -1);
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GameMessages::SendNotifyObject(self->GetObjectID(), self->GetObjectID(), u"DragonRevive", UNASSIGNED_SYSTEM_ADDRESS);
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}
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}
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void AmDarklingDragon::OnFireEventServerSide(Entity* self, Entity* sender, std::string args, int32_t param1, int32_t param2, int32_t param3) {
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if (args != "rebuildDone") return;
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self->AddTimer("ExposeWeakSpotTimer", 3.8f);
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self->CancelTimer("ReviveTimer");
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self->AddTimer("ReviveHeldTimer", 10.5f);
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self->SetVar<LWOOBJID>(u"Golem", sender->GetObjectID());
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GameMessages::SendPlayAnimation(self, u"quickbuildhold", 1.9f);
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}
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48
dScripts/02_server/Enemy/AM/AmDarklingDragon.h
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48
dScripts/02_server/Enemy/AM/AmDarklingDragon.h
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#pragma once
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#include "CppScripts.h"
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class AmDarklingDragon : public CppScripts::Script
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{
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public:
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/**
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* @brief When called, this function will make self immune to stuns and initialize a weakspot boolean to false.
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*
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* @param self The Entity that called this function.
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*/
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void OnStartup(Entity* self) override;
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/**
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* @brief When called, this function will destroy the golem if it was alive, otherwise returns immediately.
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*
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* @param self The Entity that called this function.
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* @param killer The Entity that killed self.
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*/
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void OnDie(Entity* self, Entity* killer) override;
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/**
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* @brief When self is hit or healed, this function will check if self is at zero armor. If self is at zero armor, a golem Entity Quick Build
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* is spawned that, when built, will reveal a weakpoint on the dragon that if hit will smash the dragon instantly. If at more than zero armor,
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* this function returns early.
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*
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* @param self The Entity that was hit.
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* @param attacker The Entity that attacked self.
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* @param damage The amount of damage attacker did to self.
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*/
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void OnHitOrHealResult(Entity* self, Entity* attacker, int32_t damage) override;
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/**
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* @brief Called when self has a timer that ended.
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*
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* @param self The Entity who owns a timer that finished.
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* @param timerName The name of a timer attacked to self that has ended.
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*/
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void OnTimerDone(Entity* self, std::string timerName) override;
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/**
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* @brief When the Client has finished rebuilding the Golem for the dragon, this function exposes the weak spot for a set amount of time.
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*
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* @param self The Entity that called this script.
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* @param sender The Entity that sent a fired event.
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* @param args The argument that tells us what event has been fired off.
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* @param param1 Unused in this script.
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* @param param2 Unused in this script.
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* @param param3 Unused in this script.
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*/
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void OnFireEventServerSide(Entity* self, Entity* sender, std::string args, int32_t param1, int32_t param2, int32_t param3) override;
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};
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6
dScripts/02_server/Enemy/AM/AmDarklingMech.cpp
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6
dScripts/02_server/Enemy/AM/AmDarklingMech.cpp
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#include "AmDarklingMech.h"
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void AmDarklingMech::OnStartup(Entity* self) {
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BaseEnemyMech::OnStartup(self);
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qbTurretLOT = 13171;
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}
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dScripts/02_server/Enemy/AM/AmDarklingMech.h
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9
dScripts/02_server/Enemy/AM/AmDarklingMech.h
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#pragma once
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#include "CppScripts.h"
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#include "BaseEnemyMech.h"
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class AmDarklingMech : public BaseEnemyMech
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{
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public:
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void OnStartup(Entity* self) override;
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};
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24
dScripts/02_server/Enemy/AM/AmSkeletonEngineer.cpp
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24
dScripts/02_server/Enemy/AM/AmSkeletonEngineer.cpp
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#include "AmSkeletonEngineer.h"
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#include "DestroyableComponent.h"
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#include "SkillComponent.h"
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void AmSkeletonEngineer::OnHit(Entity* self, Entity* attacker) {
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auto* destroyableComponent = self->GetComponent<DestroyableComponent>();
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auto* skillComponent = self->GetComponent<SkillComponent>();
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if (destroyableComponent == nullptr || skillComponent == nullptr) {
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return;
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}
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if (destroyableComponent->GetHealth() < 12 && !self->GetVar<bool>(u"injured")) {
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self->SetVar(u"injured", true);
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skillComponent->CalculateBehavior(953, 19864, self->GetObjectID(), true);
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const auto attackerID = attacker->GetObjectID();
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self->AddCallbackTimer(4.5f, [this, self, attackerID]() {
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self->Smash(attackerID);
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});
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}
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}
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dScripts/02_server/Enemy/AM/AmSkeletonEngineer.h
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dScripts/02_server/Enemy/AM/AmSkeletonEngineer.h
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#pragma once
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#include "CppScripts.h"
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#include "EnemyNjBuff.h"
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class AmSkeletonEngineer : public EnemyNjBuff
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{
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public:
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void OnHit(Entity* self, Entity* attacker) override;
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};
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5
dScripts/02_server/Enemy/AM/CMakeLists.txt
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5
dScripts/02_server/Enemy/AM/CMakeLists.txt
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set(DSCRIPTS_SOURCES_02_SERVER_ENEMY_AM
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"AmDarklingMech.cpp"
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"AmSkeletonEngineer.cpp"
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"AmDarklingDragon.cpp"
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PARENT_SCOPE)
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