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

@@ -9,6 +9,7 @@
#include "PropertyManagementComponent.h"
#include "PlayerManager.h"
#include "SimplePhysicsComponent.h"
#include "DestroyableComponent.h"
#include "dChatFilter.h"
@@ -97,6 +98,7 @@ void Strip::HandleMsg(GameMessages::RequestUse& msg) {
if (nextAction.GetType() == "OnInteract") {
IncrementAction();
m_WaitingForAction = false;
m_StripInitiatorID = msg.target;
}
}
@@ -114,23 +116,25 @@ void Strip::HandleMsg(GameMessages::ResetModelToDefaults& msg) {
m_MovingToStart = false;
}
void Strip::OnChatMessageReceived(const std::string& sMessage) {
void Strip::OnChatMessageReceived(const std::string& sMessage, const LWOOBJID sender) {
if (m_PausedTime > 0.0f || !HasMinimumActions()) return;
const auto& nextAction = GetNextAction();
if (nextAction.GetType() == "OnChat" && nextAction.GetValueParameterString() == sMessage) {
IncrementAction();
m_WaitingForAction = false;
m_StripInitiatorID = sender;
}
}
void Strip::OnHit() {
void Strip::OnHit(const LWOOBJID attacker) {
if (m_PausedTime > 0.0f || !HasMinimumActions()) return;
const auto& nextAction = GetNextAction();
if (nextAction.GetType() == "OnAttack") {
IncrementAction();
m_WaitingForAction = false;
m_StripInitiatorID = attacker;
}
}
@@ -263,9 +267,9 @@ void Strip::ProcNormalAction(float deltaTime, ModelComponent& modelComponent, Up
// In case a word is removed from the whitelist after it was approved
const auto modelName = "%[Objects_" + std::to_string(entity.GetLOT()) + "_name]";
if (isOk) ChatPackets::SendChatMessage(UNASSIGNED_SYSTEM_ADDRESS, 12, modelName, entity.GetObjectID(), false, GeneralUtils::ASCIIToUTF16(valueStr));
PropertyManagementComponent::Instance()->OnChatMessageReceived(valueStr.data());
PropertyManagementComponent::Instance()->OnChatMessageReceived(valueStr.data(), m_StripInitiatorID);
} else if (nextActionType == "PrivateMessage") {
PropertyManagementComponent::Instance()->OnChatMessageReceived(valueStr.data());
PropertyManagementComponent::Instance()->OnChatMessageReceived(valueStr.data(), m_StripInitiatorID);
} else if (nextActionType == "PlaySound") {
GameMessages::PlayBehaviorSound sound;
sound.target = modelComponent.GetParent()->GetObjectID();
@@ -282,6 +286,8 @@ void Strip::ProcNormalAction(float deltaTime, ModelComponent& modelComponent, Up
Spawn(10497, entity); // Maelstrom Pirate property
} else if (nextActionType == "SpawnRonin") {
Spawn(10498, entity); // Dark Ronin property
} else if (nextActionType == "DoDamage") {
modelComponent.DoDamage(m_StripInitiatorID);
} else if (nextActionType == "DropImagination") {
for (; numberAsInt > 0; numberAsInt--) SpawnDrop(935, entity); // 1 Imagination powerup
} else if (nextActionType == "DropHealth") {
@@ -411,6 +417,7 @@ void Strip::Update(float deltaTime, ModelComponent& modelComponent, UpdateResult
// Check for trigger blocks and if not a trigger block proc this blocks action
if (m_NextActionIndex == 0) {
m_StripInitiatorID = LWOOBJID_EMPTY;
LOG("Behavior strip started %s", nextAction.GetType().data());
m_Speed = DEFAULT_SPEED;
if (nextAction.GetType() == "OnInteract") {
@@ -431,6 +438,11 @@ void Strip::Update(float deltaTime, ModelComponent& modelComponent, UpdateResult
IncrementAction();
m_PausedFromOnTimer = false;
}
} else {
// in case we run into an unimplemented action or one that isnt a start node
// mark as waiting for action so we dont waste time re-starting the same logic and serializing
// every frame
m_WaitingForAction = true;
}
Game::entityManager->SerializeEntity(entity);