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https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-22 05:27:19 +00:00
Implement the Imaginite Backpack and Shard armor scripts (#886)
* Imaginite Pack now works * Remove unused params * Address issues * Add TeslaPack script Co-authored-by: aronwk-aaron <aronwk.aaron@gmail.com>
This commit is contained in:
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51dd56f0a0
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@ -176,6 +176,7 @@ set(INCLUDED_DIRECTORIES
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"dScripts/ai"
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"dScripts/client"
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"dScripts/EquipmentScripts"
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"dScripts/EquipmentTriggers"
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"dScripts/zone"
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"dScripts/02_server/DLU"
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"dScripts/02_server/Enemy"
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@ -824,6 +824,22 @@ std::vector<ScriptComponent*> Entity::GetScriptComponents() {
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return comps;
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}
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void Entity::Subscribe(LWOOBJID scriptObjId, CppScripts::Script* scriptToAdd, const std::string& notificationName) {
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if (notificationName == "HitOrHealResult" || notificationName == "Hit") {
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auto* destroyableComponent = GetComponent<DestroyableComponent>();
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if (!destroyableComponent) return;
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destroyableComponent->Subscribe(scriptObjId, scriptToAdd);
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}
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}
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void Entity::Unsubscribe(LWOOBJID scriptObjId, const std::string& notificationName) {
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if (notificationName == "HitOrHealResult" || notificationName == "Hit") {
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auto* destroyableComponent = GetComponent<DestroyableComponent>();
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if (!destroyableComponent) return;
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destroyableComponent->Unsubscribe(scriptObjId);
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}
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}
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void Entity::SetProximityRadius(float proxRadius, std::string name) {
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ProximityMonitorComponent* proxMon = GetComponent<ProximityMonitorComponent>();
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if (!proxMon) {
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@ -26,8 +26,13 @@ class Spawner;
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class ScriptComponent;
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class dpEntity;
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class Component;
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class Item;
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class Character;
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namespace CppScripts {
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class Script;
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};
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/**
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* An entity in the world. Has multiple components.
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*/
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@ -139,6 +144,9 @@ public:
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std::vector<ScriptComponent*> GetScriptComponents();
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void Subscribe(LWOOBJID scriptObjId, CppScripts::Script* scriptToAdd, const std::string& notificationName);
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void Unsubscribe(LWOOBJID scriptObjId, const std::string& notificationName);
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void SetProximityRadius(float proxRadius, std::string name);
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void SetProximityRadius(dpEntity* entity, std::string name);
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@ -631,6 +631,7 @@ void DestroyableComponent::Damage(uint32_t damage, const LWOOBJID source, uint32
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auto* attacker = EntityManager::Instance()->GetEntity(source);
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m_Parent->OnHit(attacker);
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m_Parent->OnHitOrHealResult(attacker, sourceDamage);
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NotifySubscribers(attacker, sourceDamage);
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for (const auto& cb : m_OnHitCallbacks) {
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cb(attacker);
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@ -648,6 +649,29 @@ void DestroyableComponent::Damage(uint32_t damage, const LWOOBJID source, uint32
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Smash(source, eKillType::VIOLENT, u"", skillID);
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}
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void DestroyableComponent::Subscribe(LWOOBJID scriptObjId, CppScripts::Script* scriptToAdd) {
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m_SubscribedScripts.insert(std::make_pair(scriptObjId, scriptToAdd));
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Game::logger->LogDebug("DestroyableComponent", "Added script %llu to entity %llu", scriptObjId, m_Parent->GetObjectID());
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Game::logger->LogDebug("DestroyableComponent", "Number of subscribed scripts %i", m_SubscribedScripts.size());
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}
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void DestroyableComponent::Unsubscribe(LWOOBJID scriptObjId) {
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auto foundScript = m_SubscribedScripts.find(scriptObjId);
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if (foundScript != m_SubscribedScripts.end()) {
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m_SubscribedScripts.erase(foundScript);
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Game::logger->LogDebug("DestroyableComponent", "Removed script %llu from entity %llu", scriptObjId, m_Parent->GetObjectID());
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} else {
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Game::logger->LogDebug("DestroyableComponent", "Tried to remove a script for Entity %llu but script %llu didnt exist", m_Parent->GetObjectID(), scriptObjId);
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}
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Game::logger->LogDebug("DestroyableComponent", "Number of subscribed scripts %i", m_SubscribedScripts.size());
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}
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void DestroyableComponent::NotifySubscribers(Entity* attacker, uint32_t damage) {
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for (auto script : m_SubscribedScripts) {
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script.second->NotifyHitOrHealResult(m_Parent, attacker, damage);
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}
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}
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void DestroyableComponent::Smash(const LWOOBJID source, const eKillType killType, const std::u16string& deathType, uint32_t skillID) {
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if (m_iHealth > 0) {
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SetArmor(0);
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@ -7,6 +7,10 @@
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#include "Entity.h"
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#include "Component.h"
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namespace CppScripts {
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class Script;
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}; //! namespace CppScripts
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/**
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* Represents the stats of an entity, for example its health, imagination and armor. Also handles factions, which
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* indicate which enemies this entity has.
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@ -422,6 +426,17 @@ public:
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*/
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void AddFactionNoLookup(int32_t faction) { m_FactionIDs.push_back(faction); };
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/**
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* Notify subscribed scripts of Damage actions.
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*
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* @param attacker The attacking Entity
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* @param damage The amount of damage that was done
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*/
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void NotifySubscribers(Entity* attacker, uint32_t damage);
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void Subscribe(LWOOBJID scriptObjId, CppScripts::Script* scriptToAdd);
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void Unsubscribe(LWOOBJID scriptObjId);
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private:
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/**
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* Whether or not the health should be serialized
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@ -557,6 +572,11 @@ private:
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* The list of callbacks that will be called when this entity gets hit
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*/
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std::vector<std::function<void(Entity*)>> m_OnHitCallbacks;
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/**
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* The list of scripts subscribed to this components actions
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*/
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std::map<LWOOBJID, CppScripts::Script*> m_SubscribedScripts;
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};
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#endif // DESTROYABLECOMPONENT_H
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@ -27,8 +27,9 @@
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#include "dConfig.h"
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#include "eItemType.h"
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#include "eUnequippableActiveType.h"
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#include "CppScripts.h"
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InventoryComponent::InventoryComponent(Entity* parent, tinyxml2::XMLDocument* document) : Component(parent) {
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InventoryComponent::InventoryComponent(Entity* parent, tinyxml2::XMLDocument* document): Component(parent) {
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this->m_Dirty = true;
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this->m_Equipped = {};
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this->m_Pushed = {};
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@ -867,6 +868,8 @@ void InventoryComponent::EquipItem(Item* item, const bool skipChecks) {
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AddItemSkills(item->GetLot());
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EquipScripts(item);
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EntityManager::Instance()->SerializeEntity(m_Parent);
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}
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@ -895,6 +898,8 @@ void InventoryComponent::UnEquipItem(Item* item) {
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PurgeProxies(item);
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UnequipScripts(item);
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EntityManager::Instance()->SerializeEntity(m_Parent);
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// Trigger property event
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@ -904,6 +909,37 @@ void InventoryComponent::UnEquipItem(Item* item) {
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}
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}
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void InventoryComponent::EquipScripts(Item* equippedItem) {
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CDComponentsRegistryTable* compRegistryTable = CDClientManager::Instance()->GetTable<CDComponentsRegistryTable>("ComponentsRegistry");
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if (!compRegistryTable) return;
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int32_t scriptComponentID = compRegistryTable->GetByIDAndType(equippedItem->GetLot(), COMPONENT_TYPE_SCRIPT, -1);
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if (scriptComponentID > -1) {
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CDScriptComponentTable* scriptCompTable = CDClientManager::Instance()->GetTable<CDScriptComponentTable>("ScriptComponent");
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CDScriptComponent scriptCompData = scriptCompTable->GetByID(scriptComponentID);
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auto* itemScript = CppScripts::GetScript(m_Parent, scriptCompData.script_name);
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if (!itemScript) {
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Game::logger->Log("InventoryComponent", "null script?");
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}
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itemScript->OnFactionTriggerItemEquipped(m_Parent, equippedItem->GetId());
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}
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}
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void InventoryComponent::UnequipScripts(Item* unequippedItem) {
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CDComponentsRegistryTable* compRegistryTable = CDClientManager::Instance()->GetTable<CDComponentsRegistryTable>("ComponentsRegistry");
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if (!compRegistryTable) return;
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int32_t scriptComponentID = compRegistryTable->GetByIDAndType(unequippedItem->GetLot(), COMPONENT_TYPE_SCRIPT, -1);
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if (scriptComponentID > -1) {
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CDScriptComponentTable* scriptCompTable = CDClientManager::Instance()->GetTable<CDScriptComponentTable>("ScriptComponent");
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CDScriptComponent scriptCompData = scriptCompTable->GetByID(scriptComponentID);
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auto* itemScript = CppScripts::GetScript(m_Parent, scriptCompData.script_name);
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if (!itemScript) {
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Game::logger->Log("InventoryComponent", "null script?");
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}
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itemScript->OnFactionTriggerItemUnequipped(m_Parent, unequippedItem->GetId());
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}
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}
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void InventoryComponent::HandlePossession(Item* item) {
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auto* characterComponent = m_Parent->GetComponent<CharacterComponent>();
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if (!characterComponent) return;
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@ -352,6 +352,20 @@ public:
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*/
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static uint32_t FindSkill(LOT lot);
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/**
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* Call this when you equip an item. This calls OnFactionTriggerItemEquipped for any scripts found on the items.
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*
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* @param equippedItem The item script to lookup and call equip on
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*/
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void EquipScripts(Item* equippedItem);
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/**
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* Call this when you unequip an item. This calls OnFactionTriggerItemUnequipped for any scripts found on the items.
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*
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* @param unequippedItem The item script to lookup and call unequip on
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*/
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void UnequipScripts(Item* unequippedItem);
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~InventoryComponent() override;
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private:
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@ -39,6 +39,12 @@ foreach(file ${DSCRIPTS_SOURCES_EQUIPMENTSCRIPTS})
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set(DSCRIPTS_SOURCES ${DSCRIPTS_SOURCES} "EquipmentScripts/${file}")
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endforeach()
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add_subdirectory(EquipmentTriggers)
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foreach(file ${DSCRIPTS_SOURCES_EQUIPMENTTRIGGERSSCRIPTS})
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set(DSCRIPTS_SOURCES ${DSCRIPTS_SOURCES} "EquipmentTriggers/${file}")
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endforeach()
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add_subdirectory(zone)
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foreach(file ${DSCRIPTS_SOURCES_ZONE})
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@ -278,6 +278,9 @@
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#include "ImaginationBackpackHealServer.h"
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#include "LegoDieRoll.h"
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#include "BuccaneerValiantShip.h"
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#include "GemPack.h"
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#include "ShardArmor.h"
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#include "TeslaPack.h"
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// Survival scripts
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#include "AgSurvivalStromling.h"
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@ -837,6 +840,12 @@ CppScripts::Script* CppScripts::GetScript(Entity* parent, const std::string& scr
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script = new BuccaneerValiantShip();
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else if (scriptName == "scripts\\EquipmentScripts\\FireFirstSkillonStartup.lua")
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script = new FireFirstSkillonStartup();
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else if (scriptName == "scripts\\equipmenttriggers\\gempack.lua")
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script = new GemPack();
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else if (scriptName == "scripts\\equipmenttriggers\\shardarmor.lua")
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script = new ShardArmor();
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else if (scriptName == "scripts\\equipmenttriggers\\coilbackpack.lua")
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script = new TeslaPack();
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// FB
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else if (scriptName == "scripts\\ai\\NS\\WH\\L_ROCKHYDRANT_BROKEN.lua")
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@ -172,6 +172,13 @@ namespace CppScripts {
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*/
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virtual void OnHitOrHealResult(Entity* self, Entity* attacker, int32_t damage) {};
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/**
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* Invoked when self has received either a hit or heal. Only used for scripts subscribed to an entity.
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*
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* Equivalent to 'function notifyHitOrHealResult(self, msg)'
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*/
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virtual void NotifyHitOrHealResult(Entity* self, Entity* attacker, int32_t damage) {};
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/**
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* Invoked when a player has responsed to a mission.
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*
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@ -316,6 +323,22 @@ namespace CppScripts {
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virtual void OnCinematicUpdate(Entity* self, Entity* sender, eCinematicEvent event, const std::u16string& pathName,
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float_t pathTime, float_t totalTime, int32_t waypoint) {
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};
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/**
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* Used by items to tell their owner that they were equipped.
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*
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* @param itemOwner The owner of the item
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* @param itemObjId The items Object ID
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*/
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virtual void OnFactionTriggerItemEquipped(Entity* itemOwner, LWOOBJID itemObjId) {};
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/**
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* Used by items to tell their owner that they were unequipped.
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*
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* @param itemOwner The owner of the item
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* @param itemObjId The items Object ID
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*/
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virtual void OnFactionTriggerItemUnequipped(Entity* itemOwner, LWOOBJID itemObjId) {};
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};
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Script* GetScript(Entity* parent, const std::string& scriptName);
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3
dScripts/EquipmentTriggers/CMakeLists.txt
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3
dScripts/EquipmentTriggers/CMakeLists.txt
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@ -0,0 +1,3 @@
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set(DSCRIPTS_SOURCES_EQUIPMENTTRIGGERSSCRIPTS
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"CoilBackpackBase.cpp"
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PARENT_SCOPE)
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dScripts/EquipmentTriggers/CoilBackpackBase.cpp
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25
dScripts/EquipmentTriggers/CoilBackpackBase.cpp
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@ -0,0 +1,25 @@
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#include "CoilBackpackBase.h"
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#include "Entity.h"
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#include "SkillComponent.h"
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void CoilBackpackBase::OnFactionTriggerItemEquipped(Entity* itemOwner, LWOOBJID itemObjId) {
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itemOwner->Subscribe(itemObjId, this, "HitOrHealResult");
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itemOwner->SetVar<uint8_t>(u"coilCount", 0);
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}
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void CoilBackpackBase::NotifyHitOrHealResult(Entity* self, Entity* attacker, int32_t damage) {
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if (damage > 0) {
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self->SetVar<uint8_t>(u"coilCount", self->GetVar<uint8_t>(u"coilCount") + 1);
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if (self->GetVar<uint8_t>(u"coilCount") > 4) {
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auto* skillComponent = self->GetComponent<SkillComponent>();
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if (!skillComponent) return;
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skillComponent->CalculateBehavior(m_SkillId, m_BehaviorId, self->GetObjectID());
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self->SetVar<uint8_t>(u"coilCount", 0);
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}
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}
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}
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void CoilBackpackBase::OnFactionTriggerItemUnequipped(Entity* itemOwner, LWOOBJID itemObjId) {
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itemOwner->Unsubscribe(itemObjId, "HitOrHealResult");
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}
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dScripts/EquipmentTriggers/CoilBackpackBase.h
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21
dScripts/EquipmentTriggers/CoilBackpackBase.h
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#ifndef __GemPackBase__H__
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#define __GemPackBase__H__
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#include "CppScripts.h"
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class CoilBackpackBase: public CppScripts::Script {
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public:
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CoilBackpackBase(uint32_t skillId, uint32_t behaviorId) {
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m_SkillId = skillId;
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m_BehaviorId = behaviorId;
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};
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void OnFactionTriggerItemEquipped(Entity* itemOwner, LWOOBJID itemObjId) override;
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void NotifyHitOrHealResult(Entity* self, Entity* attacker, int32_t damage) override;
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void OnFactionTriggerItemUnequipped(Entity* itemOwner, LWOOBJID itemObjId) override;
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private:
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uint32_t m_SkillId = 0;
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uint32_t m_BehaviorId = 0;
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};
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#endif //!__GemPackBase__H__
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14
dScripts/EquipmentTriggers/GemPack.h
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14
dScripts/EquipmentTriggers/GemPack.h
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#ifndef __GEMPACK__H__
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#define __GEMPACK__H__
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#include "CoilBackpackBase.h"
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class GemPack : public CoilBackpackBase {
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public:
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GemPack() : CoilBackpackBase(skillId, behaviorId) {};
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private:
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static const uint32_t skillId = 1488;
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static const uint32_t behaviorId = 36779;
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};
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#endif //!__GEMPACK__H__
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14
dScripts/EquipmentTriggers/ShardArmor.h
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14
dScripts/EquipmentTriggers/ShardArmor.h
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#ifndef __SHARDARMOR__H__
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#define __SHARDARMOR__H__
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#include "CoilBackpackBase.h"
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class ShardArmor : public CoilBackpackBase {
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public:
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ShardArmor() : CoilBackpackBase(skillId, behaviorId) {};
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private:
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static const uint32_t skillId = 1249;
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static const uint32_t behaviorId = 29086;
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};
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#endif //!__SHARDARMOR__H__
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14
dScripts/EquipmentTriggers/TeslaPack.h
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14
dScripts/EquipmentTriggers/TeslaPack.h
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#ifndef __TESLAPACK__H__
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#define __TESLAPACK__H__
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#include "CoilBackpackBase.h"
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class TeslaPack : public CoilBackpackBase {
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public:
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TeslaPack() : CoilBackpackBase(skillId, behaviorId) {};
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private:
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static const uint32_t skillId = 1001;
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static const uint32_t behaviorId = 20917;
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};
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#endif //!__TESLAPACK__H__
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