Add DoDamage behavior and dont try and start the same node multiple times

This commit is contained in:
David Markowitz
2026-09-26 23:36:37 -07:00
parent 1a27ecb59d
commit bbb3e10b88
13 changed files with 60 additions and 30 deletions

View File

@@ -588,7 +588,7 @@ void DestroyableComponent::Damage(uint32_t damage, const LWOOBJID source, uint32
// Client does the same check, so we're doing it too
auto* const modelComponent = m_Parent->GetComponent<ModelComponent>();
if (modelComponent) {
modelComponent->OnHit();
modelComponent->OnHit(source);
// Don't actually deal the damage so the model doesn't die
return;
}

View File

@@ -16,6 +16,7 @@
#include "SimplePhysicsComponent.h"
#include "eMissionTaskType.h"
#include "eObjectBits.h"
#include "DestroyableComponent.h"
#include "Database.h"
#include "DluAssert.h"
@@ -77,6 +78,7 @@ bool ModelComponent::OnRequestUse(GameMessages::RequestUse& requestUse) {
void ModelComponent::Update(float deltaTime) {
if (m_IsPaused) return;
m_DamageCooldown -= deltaTime;
// Arrived once this frame's movement reached or passed the target
if (m_Move.target && (*m_Move.target - m_Parent->GetPosition()).DotProduct(m_Move.targetDirection) <= 0.0f) {
@@ -388,13 +390,13 @@ void ModelComponent::ResetRotationState(const NiQuaternion& newBase) {
SyncAngularVelocity();
}
void ModelComponent::OnChatMessageReceived(const std::string& sMessage) {
for (auto& behavior : m_Behaviors) behavior.OnChatMessageReceived(sMessage);
void ModelComponent::OnChatMessageReceived(const std::string& sMessage, const LWOOBJID sender) {
for (auto& behavior : m_Behaviors) behavior.OnChatMessageReceived(sMessage, sender);
}
void ModelComponent::OnHit() {
void ModelComponent::OnHit(const LWOOBJID attacker) {
for (auto& behavior : m_Behaviors) {
behavior.OnHit();
behavior.OnHit(attacker);
}
}
@@ -438,3 +440,14 @@ bool ModelComponent::OnGetObjectReportInfo(GameMessages::GetObjectReportInfo& re
return true;
}
void ModelComponent::DoDamage(const LWOOBJID target) {
// dont do damage if we've done damage recently
if (m_DamageCooldown > 0.0f) return;
m_DamageCooldown = 1.0f;
auto* const initiator = Game::entityManager->GetEntity(target);
if (initiator) {
auto* const destComp = initiator->GetComponent<DestroyableComponent>();
if (destComp) destComp->Damage(1, GetParent()->GetObjectID());
}
}

View File

@@ -173,9 +173,9 @@ public:
// Degrees per second of the active rotation on axis.
float GetAngularSpeed(const int axis) const noexcept { return std::abs(m_Rotation.velocity[axis]); }
void OnChatMessageReceived(const std::string& sMessage);
void OnChatMessageReceived(const std::string& sMessage, const LWOOBJID sender);
void OnHit();
void OnHit(const LWOOBJID attacker);
// Whether or not to restart at the end of the frame
void RestartAtEndOfFrame() { m_RestartAtEndOfFrame = true; }
@@ -187,6 +187,7 @@ public:
// Decrements the number of strips listening for an attack.
// If this is the last strip removing an attack, it will reset the factions to the default of -1.
void RemoveAttack();
void DoDamage(const LWOOBJID target);
private:
// Degrees per second per unit of behavior speed
static constexpr float BASE_ANGULAR_SPEED = 15.0f;
@@ -285,4 +286,6 @@ private:
RotationState m_Rotation;
MoveState m_Move;
float m_DamageCooldown { 0.0f };
};

View File

@@ -802,13 +802,13 @@ const std::map<LWOOBJID, LWOOBJID>& PropertyManagementComponent::GetModels() con
return models;
}
void PropertyManagementComponent::OnChatMessageReceived(const std::string& sMessage) const {
void PropertyManagementComponent::OnChatMessageReceived(const std::string& sMessage, const LWOOBJID sender) const {
for (const auto& modelID : models | std::views::keys) {
auto* const model = Game::entityManager->GetEntity(modelID);
if (!model) continue;
auto* const modelComponent = model->GetComponent<ModelComponent>();
if (!modelComponent) continue;
modelComponent->OnChatMessageReceived(sMessage);
modelComponent->OnChatMessageReceived(sMessage, sender);
}
}

View File

@@ -165,7 +165,7 @@ public:
LWOOBJID GetId() const noexcept { return propertyId; }
void OnChatMessageReceived(const std::string& sMessage) const;
void OnChatMessageReceived(const std::string& sMessage, const LWOOBJID sender) const;
private:
/**
* This