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https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-25 06:57:28 +00:00
Merge pull request #116 from DarkflameUniverse/revert-83-main
Revert "separate AgSpaceStuff and AgShipShake"
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commit
a923a2baa7
@ -95,7 +95,7 @@ if (__include_backtrace__ AND __compile_backtrace__)
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link_directories(${backtrace_SOURCE_DIR}/.libs/)
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include_directories(${backtrace_SOURCE_DIR})
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endif(__include_backtrace__ AND __compile_backtrace__)
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endif(__include_backtrace__)
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endif()
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endif(UNIX)
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@ -1222,19 +1222,13 @@ void Entity::UpdateXMLDoc(tinyxml2::XMLDocument* doc) {
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}
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void Entity::Update(const float deltaTime) {
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int timerSize = m_Timers.size();
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for (int i = 0; i < timerSize; i++) {
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for (int i = 0; i < m_Timers.size(); i++) {
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m_Timers[i]->Update(deltaTime);
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if (m_Timers[i]->GetTime() <= 0) {
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const auto timerName = m_Timers[i]->GetName();
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do { //sometimes, due to a race condition, m_Timers.erase doesn't actually erase, repeat until it does
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if (m_Timers[i]->GetName() != timerName) {
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break;
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}
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delete m_Timers[i];
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m_Timers.erase(m_Timers.begin() + i);
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} while (m_Timers.size() == timerSize); //timer size indicates whether it's actually successfully been erased or not
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delete m_Timers[i];
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m_Timers.erase(m_Timers.begin() + i);
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for (CppScripts::Script* script : CppScripts::GetEntityScripts(this)) {
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script->OnTimerDone(this, timerName);
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@ -1,93 +0,0 @@
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#include "AgShipShake.h"
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#include "GeneralUtils.h"
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#include "GameMessages.h"
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#include "dZoneManager.h"
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#include "EntityManager.h"
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#include "Game.h"
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void AgShipShake::OnStartup(Entity* self) {
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EntityInfo info{};
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info.pos = { -418, 585, -30 };
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info.lot = 33;
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info.spawnerID = self->GetObjectID();
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auto* ref = EntityManager::Instance()->CreateEntity(info);
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EntityManager::Instance()->ConstructEntity(ref);
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self->SetVar(u"ShakeObject", ref->GetObjectID());
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self->AddTimer("ShipShakeIdle", 1.0f);
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self->SetVar(u"RandomTime", 10);
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}
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void AgShipShake::OnTimerDone(Entity* self, std::string timerName) {
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if (timerName == "ShipShakeExplode") {
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DoShake(self, true);
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}
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else if (timerName == "ShipShakeIdle") {
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DoShake(self, false);
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}
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}
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void AgShipShake::DoShake(Entity* self, bool explodeIdle) {
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if (!explodeIdle) {
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auto* ref = EntityManager::Instance()->GetEntity(self->GetVar<LWOOBJID>(u"ShakeObject"));
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const auto randomTime = self->GetVar<int>(u"RandomTime");
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auto time = GeneralUtils::GenerateRandomNumber<int>(0, randomTime + 1);
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if (time < randomTime / 2) {
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time += randomTime / 2;
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}
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self->AddTimer("ShipShakeIdle", static_cast<float>(time));
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if (ref)
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GameMessages::SendPlayEmbeddedEffectOnAllClientsNearObject(ref, FXName, ref->GetObjectID(), 500.0f);
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auto* debrisObject = GetEntityInGroup(DebrisFX);
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if (debrisObject)
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GameMessages::SendPlayFXEffect(debrisObject, -1, u"DebrisFall", "Debris", LWOOBJID_EMPTY, 1.0f, 1.0f, true);
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const auto randomFx = GeneralUtils::GenerateRandomNumber<int>(0, 3);
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auto* shipFxObject = GetEntityInGroup(ShipFX);
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if (shipFxObject) {
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std::string effectType = "shipboom" + std::to_string(randomFx);
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GameMessages::SendPlayFXEffect(shipFxObject, 559, GeneralUtils::ASCIIToUTF16(effectType), "FX", LWOOBJID_EMPTY, 1.0f, 1.0f, true);
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}
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self->AddTimer("ShipShakeExplode", 5.0f);
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auto* shipFxObject2 = GetEntityInGroup(ShipFX2);
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if (shipFxObject2)
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GameMessages::SendPlayAnimation(shipFxObject2, u"explosion");
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}
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else {
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auto* shipFxObject = GetEntityInGroup(ShipFX);
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auto* shipFxObject2 = GetEntityInGroup(ShipFX2);
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if (shipFxObject)
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GameMessages::SendPlayAnimation(shipFxObject, u"idle");
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if (shipFxObject2)
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GameMessages::SendPlayAnimation(shipFxObject2, u"idle");
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}
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}
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Entity* AgShipShake::GetEntityInGroup(const std::string& group) {
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auto entities = EntityManager::Instance()->GetEntitiesInGroup(group);
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Entity* en = nullptr;
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for (auto entity : entities) {
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if (entity) {
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en = entity;
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break;
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}
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}
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return en;
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}
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@ -1,18 +0,0 @@
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#pragma once
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#include "CppScripts.h"
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class AgShipShake : public CppScripts::Script {
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public:
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void OnStartup(Entity* self);
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void OnTimerDone(Entity* self, std::string timerName);
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void DoShake(Entity* self, bool explodeIdle);
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std::string DebrisFX = "DebrisFX";
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std::string ShipFX = "ShipFX";
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std::string ShipFX2 = "ShipFX2";
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std::u16string FXName = u"camshake-bridge";
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private:
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Entity* GetEntityInGroup(const std::string& group);
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};
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@ -1,6 +1,7 @@
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#include "AgSpaceStuff.h"
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#include "GeneralUtils.h"
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#include "GameMessages.h"
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#include "dZoneManager.h"
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#include "EntityManager.h"
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#include "Game.h"
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@ -16,6 +17,11 @@ void AgSpaceStuff::OnStartup(Entity* self) {
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auto* ref = EntityManager::Instance()->CreateEntity(info);
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EntityManager::Instance()->ConstructEntity(ref);
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self->SetVar(u"ShakeObject", ref->GetObjectID());
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self->AddTimer("ShipShakeIdle", 1.0f);
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self->SetVar(u"RandomTime", 10);
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}
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void AgSpaceStuff::OnTimerDone(Entity* self, std::string timerName) {
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@ -32,4 +38,72 @@ void AgSpaceStuff::OnTimerDone(Entity* self, std::string timerName) {
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GameMessages::SendPlayAnimation(self, u"path_0" + (GeneralUtils::to_u16string(pathType)));
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self->AddTimer("FloaterScale", randTime);
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}
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else if (timerName == "ShipShakeExplode") {
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DoShake(self, true);
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}
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else if (timerName == "ShipShakeIdle") {
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DoShake(self, false);
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}
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}
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void AgSpaceStuff::DoShake(Entity* self, bool explodeIdle) {
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if (!explodeIdle) {
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auto* ref = EntityManager::Instance()->GetEntity(self->GetVar<LWOOBJID>(u"ShakeObject"));
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const auto randomTime = self->GetVar<int>(u"RandomTime");
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auto time = GeneralUtils::GenerateRandomNumber<int>(0, randomTime + 1);
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if (time < randomTime / 2) {
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time += randomTime / 2;
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}
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self->AddTimer("ShipShakeIdle", static_cast<float>(time));
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if (ref)
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GameMessages::SendPlayEmbeddedEffectOnAllClientsNearObject(ref, FXName, ref->GetObjectID(), 500.0f);
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auto* debrisObject = GetEntityInGroup(DebrisFX);
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if (debrisObject)
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GameMessages::SendPlayFXEffect(debrisObject, -1, u"DebrisFall", "Debris", LWOOBJID_EMPTY, 1.0f, 1.0f, true);
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const auto randomFx = GeneralUtils::GenerateRandomNumber<int>(0, 3);
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auto* shipFxObject = GetEntityInGroup(ShipFX);
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if (shipFxObject) {
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std::string effectType = "shipboom" + std::to_string(randomFx);
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GameMessages::SendPlayFXEffect(shipFxObject, 559, GeneralUtils::ASCIIToUTF16(effectType), "FX", LWOOBJID_EMPTY, 1.0f, 1.0f, true);
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}
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self->AddTimer("ShipShakeExplode", 5.0f);
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auto* shipFxObject2 = GetEntityInGroup(ShipFX2);
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if (shipFxObject2)
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GameMessages::SendPlayAnimation(shipFxObject2, u"explosion");
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}
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else {
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auto* shipFxObject = GetEntityInGroup(ShipFX);
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auto* shipFxObject2 = GetEntityInGroup(ShipFX2);
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if (shipFxObject)
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GameMessages::SendPlayAnimation(shipFxObject, u"idle");
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if (shipFxObject2)
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GameMessages::SendPlayAnimation(shipFxObject2, u"idle");
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}
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}
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Entity* AgSpaceStuff::GetEntityInGroup(const std::string& group) {
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auto entities = EntityManager::Instance()->GetEntitiesInGroup(group);
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Entity* en = nullptr;
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for (auto entity : entities) {
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if (entity) {
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en = entity;
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break;
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}
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}
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return en;
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}
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@ -5,4 +5,14 @@ class AgSpaceStuff : public CppScripts::Script {
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public:
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void OnStartup(Entity* self);
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void OnTimerDone(Entity* self, std::string timerName);
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void DoShake(Entity* self, bool explodeIdle);
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std::string DebrisFX = "DebrisFX";
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std::string ShipFX = "ShipFX";
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std::string ShipFX2 = "ShipFX2";
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std::u16string FXName = u"camshake-bridge";
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private:
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Entity* GetEntityInGroup(const std::string& group);
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};
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@ -15,7 +15,6 @@
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//VE / AG scripts:
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#include "AgShipPlayerDeathTrigger.h"
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#include "AgShipPlayerShockServer.h"
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#include "AgShipShake.h"
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#include "AgSpaceStuff.h"
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#include "AgImagSmashable.h"
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#include "NpcNpSpacemanBob.h"
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@ -291,9 +290,7 @@ CppScripts::Script* CppScripts::GetScript(Entity* parent, const std::string& scr
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script = new AgShipPlayerDeathTrigger();
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else if (scriptName == "scripts\\ai\\NP\\L_NPC_NP_SPACEMAN_BOB.lua")
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script = new NpcNpSpacemanBob();
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else if (scriptName == "scripts\\ai\\AG\\L_AG_SHIP_SHAKE.lua")
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script = new AgShipShake();
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else if (scriptName == "scripts\\ai\\AG\\L_AG_SPACE_STUFF.lua")
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else if (scriptName == "scripts\\ai\\AG\\L_AG_SPACE_STUFF.lua") // Broken, will (sometimes) display all animations at once on initial login
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script = new AgSpaceStuff();
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else if (scriptName == "scripts\\ai\\AG\\L_AG_SHIP_PLAYER_SHOCK_SERVER.lua")
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script = new AgShipPlayerShockServer();
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