Combine files

Add LUtrigger interfaces and calling
This commit is contained in:
Aaron Kimbre 2023-08-23 14:53:02 -05:00
parent daf5a7ffa9
commit dd2338601e
6 changed files with 305 additions and 246 deletions

View File

@ -15,7 +15,6 @@ set(DGAME_DCOMPONENTS_SOURCES "BaseCombatAIComponent.cpp"
"ModelComponent.cpp" "ModelComponent.cpp"
"ModuleAssemblyComponent.cpp" "ModuleAssemblyComponent.cpp"
"MovementAIComponent.cpp" "MovementAIComponent.cpp"
"MovementAIComponentAronwk.cpp"
"MovingPlatformComponent.cpp" "MovingPlatformComponent.cpp"
"PetComponent.cpp" "PetComponent.cpp"
"PhantomPhysicsComponent.cpp" "PhantomPhysicsComponent.cpp"

View File

@ -12,6 +12,13 @@
#include "CDClientManager.h" #include "CDClientManager.h"
#include "Game.h" #include "Game.h"
#include "dZoneManager.h" #include "dZoneManager.h"
#include "eTriggerEventType.h"
#include "eWaypointCommandType.h"
#include "RenderComponent.h"
#include "SkillComponent.h"
#include "InventoryComponent.h"
#include "ProximityMonitorComponent.h"
#include "DestroyableComponent.h"
#include "CDComponentsRegistryTable.h" #include "CDComponentsRegistryTable.h"
#include "CDPhysicsComponentTable.h" #include "CDPhysicsComponentTable.h"
@ -457,4 +464,232 @@ void MovementAIComponent::SetMaxSpeed(const float value) {
m_Acceleration = value / 5; m_Acceleration = value / 5;
} }
#include "MovementAIComponentAronwk.cpp" void MovementAIComponent::HandleWaypointArrived(uint32_t commandIndex) {
m_Parent->TriggerEvent(eTriggerEventType::ARRIVED);
m_Parent->TriggerEvent(eTriggerEventType::ARRIVED_AT_DESIRED_WAYPOINT);
if (!m_Path || commandIndex >= m_Path->pathWaypoints.at(m_CurrentPathWaypointIndex).commands.size()) {
if (!AdvancePathWaypointIndex()) {
if (m_Path) {
if (m_Path->pathBehavior == PathBehavior::Bounce) {
ReversePath();
} else if (m_Path->pathBehavior == PathBehavior::Loop) {
m_CurrentPathWaypointIndex = 0;
m_NextPathWaypointIndex = 0;
AdvancePathWaypointIndex();
SetDestination(GetCurrentPathWaypoint());
SetMaxSpeed(GetCurrentPathWaypointSpeed());
} else {
Stop();
m_Parent->TriggerEvent(eTriggerEventType::ARRIVED_AT_END_OF_PATH);
}
} else {
Stop();
}
return;
}
SetDestination(GetCurrentPathWaypoint());
SetMaxSpeed(GetCurrentPathWaypointSpeed());
return;
}
if (!IsPaused()) Pause();
const auto& data = m_Path->pathWaypoints.at(m_CurrentPathWaypointIndex).commands.at(commandIndex).data;
const auto& command = m_Path->pathWaypoints.at(m_CurrentPathWaypointIndex).commands.at(commandIndex).command;
float delay = 0.0f;
switch (command) {
case eWaypointCommandType::STOP:
Stop();
break;
case eWaypointCommandType::GROUP_EMOTE:
delay = HandleWaypointCommandGroupEmote(data);
break;
case eWaypointCommandType::SET_VARIABLE:
HandleWaypointCommandSetVariable(data);
break;
case eWaypointCommandType::CAST_SKILL:
HandleWaypointCommandCastSkill(data);
break;
case eWaypointCommandType::EQUIP_INVENTORY:
HandleWaypointCommandEquipInventory(data);
break;
case eWaypointCommandType::UNEQUIP_INVENTORY:
HandleWaypointCommandUnequipInventory(data);
break;
case eWaypointCommandType::DELAY:
delay = HandleWaypointCommandDelay(data);
break;
case eWaypointCommandType::EMOTE:
delay = RenderComponent::PlayAnimation(m_Parent, data);
break;
case eWaypointCommandType::TELEPORT:
HandleWaypointCommandTeleport(data);
break;
case eWaypointCommandType::PATH_SPEED:
HandleWaypointCommandPathSpeed(data);
break;
case eWaypointCommandType::REMOVE_NPC:
HandleWaypointCommandRemoveNPC(data);
break;
case eWaypointCommandType::CHANGE_WAYPOINT:
HandleWaypointCommandChangeWaypoint(data);
break;
case eWaypointCommandType::KILL_SELF:
m_Parent->Smash(LWOOBJID_EMPTY, eKillType::SILENT);
break;
case eWaypointCommandType::DELETE_SELF:
m_Parent->Kill();
break;
case eWaypointCommandType::SPAWN_OBJECT:
HandleWaypointCommandSpawnObject(data);
break;
case eWaypointCommandType::PLAY_SOUND:
GameMessages::SendPlayNDAudioEmitter(m_Parent, UNASSIGNED_SYSTEM_ADDRESS, data);
break;
case eWaypointCommandType::BOUNCE:
Game::logger->LogDebug("MovementAIComponent", "Unable to process bounce waypoint command server side!");
break;
case eWaypointCommandType::INVALID:
default:
Game::logger->LogDebug("MovementAIComponent", "Got invalid waypoint command %i", command);
break;
}
m_Parent->AddCallbackTimer(delay, [this, commandIndex]() {
this->HandleWaypointArrived(commandIndex + 1);
}
);
}
float MovementAIComponent::HandleWaypointCommandGroupEmote(const std::string& data) {
const auto& split = GeneralUtils::SplitString(data, ';');
if (split.size() != 2) return 0.0f;
const auto& entities = Game::entityManager->GetEntitiesInGroup(split.at(0));
float delay = 0.0f;
for (auto& entity : entities) {
delay = RenderComponent::PlayAnimation(entity, split.at(1));
}
return delay;
}
void MovementAIComponent::HandleWaypointCommandSetVariable(const std::string& data) {
const auto& split = GeneralUtils::SplitString(data, ',');
m_Parent->SetNetworkVar(GeneralUtils::ASCIIToUTF16(split.at(0)), split.at(1));
}
void MovementAIComponent::HandleWaypointCommandCastSkill(const std::string& data) {
if (data.empty()) return;
auto* skillComponent = m_Parent->GetComponent<SkillComponent>();
if (!skillComponent) {
Game::logger->LogDebug("MovementAIComponent::HandleWaypointCommandCastSkill", "Skill component not found!");
return;
}
uint32_t skillId = 0;
if (!GeneralUtils::TryParse<uint32_t>(data, skillId)) return;
if (skillId != 0) skillComponent->CastSkill(skillId);
return;
}
void MovementAIComponent::HandleWaypointCommandEquipInventory(const std::string& data) {
if (data.empty()) return;
auto* inventoryComponent = m_Parent->GetComponent<InventoryComponent>();
if (!inventoryComponent) {
Game::logger->LogDebug("MovementAIComponent::HandleWaypointCommandEquipInventory", "Inventory component not found!");
return;
}
// the client says use slot 0 of items
const auto inventory = inventoryComponent->GetInventory(eInventoryType::ITEMS);
if (!inventory) return;
const auto slots = inventory->GetSlots();
const auto item = slots.find(0);
if (item != slots.end()) inventoryComponent->EquipItem(item->second);
}
void MovementAIComponent::HandleWaypointCommandUnequipInventory(const std::string& data) {
if (data.empty()) return;
auto* inventoryComponent = m_Parent->GetComponent<InventoryComponent>();
if (!inventoryComponent) {
Game::logger->LogDebug("MovementAIComponent::HandleWaypointCommandEquipInventory", "Inventory component not found!");
return;
}
// the client says use slot 0 of items
const auto inventory = inventoryComponent->GetInventory(eInventoryType::ITEMS);
if (!inventory) return;
const auto slots = inventory->GetSlots();
const auto item = slots.find(0);
if (item != slots.end()) inventoryComponent->UnEquipItem(item->second);
}
float MovementAIComponent::HandleWaypointCommandDelay(const std::string& data) {
float delay = 0.0f;
std::string delayString = data;
if (!GeneralUtils::TryParse<float>(delayString, delay)) {
Game::logger->LogDebug("MovementAIComponentAronwk", "Failed to parse delay %s", data.c_str());
}
return delay;
}
void MovementAIComponent::HandleWaypointCommandTeleport(const std::string& data) {
auto posString = GeneralUtils::SplitString(data, ',');
if (posString.size() == 0) return;
auto newPos = NiPoint3();
if (posString.size() == 1 && !GeneralUtils::TryParse<float>(posString.at(0), newPos.x)) return;
if (posString.size() == 2 && !GeneralUtils::TryParse<float>(posString.at(1), newPos.y)) return;
if (posString.size() == 3 && !GeneralUtils::TryParse<float>(posString.at(2), newPos.z)) return;
GameMessages::SendTeleport(m_Parent->GetObjectID(), newPos, NiQuaternion::IDENTITY, UNASSIGNED_SYSTEM_ADDRESS);
}
void MovementAIComponent::HandleWaypointCommandPathSpeed(const std::string& data) {
float speed = 0.0;
if (!GeneralUtils::TryParse<float>(data, speed)) return;
SetMaxSpeed(speed);
}
void MovementAIComponent::HandleWaypointCommandRemoveNPC(const std::string& data) {
if (data.empty()) return;
auto* proximityMonitorComponent = m_Parent->GetComponent<ProximityMonitorComponent>();
if (!proximityMonitorComponent) {
Game::logger->LogDebug("MovementAIComponent::HandleWaypointCommandRemoveNPC", "Proximity monitor component not found!");
return;
}
const auto foundObjs = proximityMonitorComponent->GetProximityObjects("KillOBJS");
for (auto& [objid, phyEntity] : foundObjs) {
auto entity = Game::entityManager->GetEntity(objid);
if (!entity) return;
auto* destroyableComponent = m_Parent->GetComponent<DestroyableComponent>();
if (!destroyableComponent) {
Game::logger->LogDebug("MovementAIComponent::HandleWaypointCommandRemoveNPC", "Destroyable component not found!");
return;
}
uint32_t factionID = -1;
if (!GeneralUtils::TryParse<uint32_t>(data, factionID)) return;
if (destroyableComponent->BelongsToFaction(factionID)) m_Parent->Kill();
}
}
void MovementAIComponent::HandleWaypointCommandChangeWaypoint(const std::string& data) {
std::string path_string = "";
int32_t index = 0;
// sometimes there's a path and what waypoint to start, which are comma separated
if (data.find(",") != std::string::npos) {
auto datas = GeneralUtils::SplitString(data, ',');
path_string = datas.at(0);
if (!GeneralUtils::TryParse(datas.at(1), index)) return;
} else path_string = data;
if (path_string != "") {
SetPathStartingWaypointIndex(index);
SetupPath(path_string);
}
}
void MovementAIComponent::HandleWaypointCommandSpawnObject(const std::string& data) {
LOT newObjectLOT = 0;
if (!GeneralUtils::TryParse(data, newObjectLOT)) return;
EntityInfo info{};
info.lot = newObjectLOT;
info.pos = m_Parent->GetPosition();
info.rot = m_Parent->GetRotation();
auto* spawnedEntity = Game::entityManager->CreateEntity(info, nullptr, m_Parent);
Game::entityManager->ConstructEntity(spawnedEntity);
m_Parent->Smash(LWOOBJID_EMPTY, eKillType::SILENT);
}

View File

@ -242,6 +242,8 @@ public:
*/ */
static float GetBaseSpeed(LOT lot); static float GetBaseSpeed(LOT lot);
const bool GetIsInReverse(){ return m_IsInReverse; };
private: private:
float HandleWaypointCommandGroupEmote(const std::string& data); float HandleWaypointCommandGroupEmote(const std::string& data);
void HandleWaypointCommandSetVariable(const std::string& data); void HandleWaypointCommandSetVariable(const std::string& data);

View File

@ -1,237 +0,0 @@
#ifndef MOVEMENTAICOMPONENT_H
#include "MovementAIComponent.h"
#endif
#include "eWaypointCommandType.h"
#include "RenderComponent.h"
#include "SkillComponent.h"
#include "InventoryComponent.h"
#include "Zone.h"
#include "EntityInfo.h"
#include "ProximityMonitorComponent.h"
#include "DestroyableComponent.h"
void MovementAIComponent::HandleWaypointArrived(uint32_t commandIndex) {
if (!m_Path || commandIndex >= m_Path->pathWaypoints.at(m_CurrentPathWaypointIndex).commands.size()) {
if (!AdvancePathWaypointIndex()) {
if (m_Path) {
if (m_Path->pathBehavior == PathBehavior::Bounce) {
ReversePath();
} else if (m_Path->pathBehavior == PathBehavior::Loop) {
m_CurrentPathWaypointIndex = 0;
m_NextPathWaypointIndex = 0;
AdvancePathWaypointIndex();
SetDestination(GetCurrentPathWaypoint());
SetMaxSpeed(GetCurrentPathWaypointSpeed());
} else {
Stop();
}
} else {
Stop();
}
return;
}
SetDestination(GetCurrentPathWaypoint());
SetMaxSpeed(GetCurrentPathWaypointSpeed());
return;
}
if (!IsPaused()) Pause();
const auto& data = m_Path->pathWaypoints.at(m_CurrentPathWaypointIndex).commands.at(commandIndex).data;
const auto& command = m_Path->pathWaypoints.at(m_CurrentPathWaypointIndex).commands.at(commandIndex).command;
float delay = 0.0f;
switch (command) {
case eWaypointCommandType::STOP:
Stop();
break;
case eWaypointCommandType::GROUP_EMOTE:
delay = HandleWaypointCommandGroupEmote(data);
break;
case eWaypointCommandType::SET_VARIABLE:
HandleWaypointCommandSetVariable(data);
break;
case eWaypointCommandType::CAST_SKILL:
HandleWaypointCommandCastSkill(data);
break;
case eWaypointCommandType::EQUIP_INVENTORY:
HandleWaypointCommandEquipInventory(data);
break;
case eWaypointCommandType::UNEQUIP_INVENTORY:
HandleWaypointCommandUnequipInventory(data);
break;
case eWaypointCommandType::DELAY:
delay = HandleWaypointCommandDelay(data);
break;
case eWaypointCommandType::EMOTE:
delay = RenderComponent::PlayAnimation(m_Parent, data);
break;
case eWaypointCommandType::TELEPORT:
HandleWaypointCommandTeleport(data);
break;
case eWaypointCommandType::PATH_SPEED:
HandleWaypointCommandPathSpeed(data);
break;
case eWaypointCommandType::REMOVE_NPC:
HandleWaypointCommandRemoveNPC(data);
break;
case eWaypointCommandType::CHANGE_WAYPOINT:
HandleWaypointCommandChangeWaypoint(data);
break;
case eWaypointCommandType::KILL_SELF:
m_Parent->Smash(LWOOBJID_EMPTY, eKillType::SILENT);
break;
case eWaypointCommandType::DELETE_SELF:
m_Parent->Kill();
break;
case eWaypointCommandType::SPAWN_OBJECT:
HandleWaypointCommandSpawnObject(data);
break;
case eWaypointCommandType::PLAY_SOUND:
GameMessages::SendPlayNDAudioEmitter(m_Parent, UNASSIGNED_SYSTEM_ADDRESS, data);
break;
case eWaypointCommandType::BOUNCE:
Game::logger->LogDebug("MovementAIComponent", "Unable to process bounce waypoint command server side!");
break;
case eWaypointCommandType::INVALID:
default:
Game::logger->LogDebug("MovementAIComponent", "Got invalid waypoint command %i", command);
break;
}
m_Parent->AddCallbackTimer(delay, [this, commandIndex]() {
this->HandleWaypointArrived(commandIndex + 1);
}
);
}
float MovementAIComponent::HandleWaypointCommandGroupEmote(const std::string& data) {
const auto& split = GeneralUtils::SplitString(data, ';');
if (split.size() != 2) return 0.0f;
const auto& entities = Game::entityManager->GetEntitiesInGroup(split.at(0));
float delay = 0.0f;
for (auto& entity : entities) {
delay = RenderComponent::PlayAnimation(entity, split.at(1));
}
return delay;
}
void MovementAIComponent::HandleWaypointCommandSetVariable(const std::string& data) {
const auto& split = GeneralUtils::SplitString(data, ',');
m_Parent->SetNetworkVar(GeneralUtils::ASCIIToUTF16(split.at(0)), split.at(1));
}
void MovementAIComponent::HandleWaypointCommandCastSkill(const std::string& data) {
if (data.empty()) return;
auto* skillComponent = m_Parent->GetComponent<SkillComponent>();
if (!skillComponent) {
Game::logger->LogDebug("MovementAIComponent::HandleWaypointCommandCastSkill", "Skill component not found!");
return;
}
uint32_t skillId = 0;
if (!GeneralUtils::TryParse<uint32_t>(data, skillId)) return;
if (skillId != 0) skillComponent->CastSkill(skillId);
return;
}
void MovementAIComponent::HandleWaypointCommandEquipInventory(const std::string& data) {
if (data.empty()) return;
auto* inventoryComponent = m_Parent->GetComponent<InventoryComponent>();
if (!inventoryComponent) {
Game::logger->LogDebug("MovementAIComponent::HandleWaypointCommandEquipInventory", "Inventory component not found!");
return;
}
// the client says use slot 0 of items
const auto inventory = inventoryComponent->GetInventory(eInventoryType::ITEMS);
if (!inventory) return;
const auto slots = inventory->GetSlots();
const auto item = slots.find(0);
if (item != slots.end()) inventoryComponent->EquipItem(item->second);
}
void MovementAIComponent::HandleWaypointCommandUnequipInventory(const std::string& data) {
if (data.empty()) return;
auto* inventoryComponent = m_Parent->GetComponent<InventoryComponent>();
if (!inventoryComponent) {
Game::logger->LogDebug("MovementAIComponent::HandleWaypointCommandEquipInventory", "Inventory component not found!");
return;
}
// the client says use slot 0 of items
const auto inventory = inventoryComponent->GetInventory(eInventoryType::ITEMS);
if (!inventory) return;
const auto slots = inventory->GetSlots();
const auto item = slots.find(0);
if (item != slots.end()) inventoryComponent->UnEquipItem(item->second);
}
float MovementAIComponent::HandleWaypointCommandDelay(const std::string& data) {
float delay = 0.0f;
std::string delayString = data;
if (!GeneralUtils::TryParse<float>(delayString, delay)) {
Game::logger->LogDebug("MovementAIComponentAronwk", "Failed to parse delay %s", data.c_str());
}
return delay;
}
void MovementAIComponent::HandleWaypointCommandTeleport(const std::string& data) {
auto posString = GeneralUtils::SplitString(data, ',');
if (posString.size() == 0) return;
auto newPos = NiPoint3();
if (posString.size() == 1 && !GeneralUtils::TryParse<float>(posString.at(0), newPos.x)) return;
if (posString.size() == 2 && !GeneralUtils::TryParse<float>(posString.at(1), newPos.y)) return;
if (posString.size() == 3 && !GeneralUtils::TryParse<float>(posString.at(2), newPos.z)) return;
GameMessages::SendTeleport(m_Parent->GetObjectID(), newPos, NiQuaternion::IDENTITY, UNASSIGNED_SYSTEM_ADDRESS);
}
void MovementAIComponent::HandleWaypointCommandPathSpeed(const std::string& data) {
float speed = 0.0;
if (!GeneralUtils::TryParse<float>(data, speed)) return;
SetMaxSpeed(speed);
}
void MovementAIComponent::HandleWaypointCommandRemoveNPC(const std::string& data) {
if (data.empty()) return;
auto* proximityMonitorComponent = m_Parent->GetComponent<ProximityMonitorComponent>();
if (!proximityMonitorComponent) {
Game::logger->LogDebug("MovementAIComponent::HandleWaypointCommandRemoveNPC", "Proximity monitor component not found!");
return;
}
const auto foundObjs = proximityMonitorComponent->GetProximityObjects("KillOBJS");
for (auto& [objid, phyEntity] : foundObjs) {
auto entity = Game::entityManager->GetEntity(objid);
if (!entity) return;
auto* destroyableComponent = m_Parent->GetComponent<DestroyableComponent>();
if (!destroyableComponent) {
Game::logger->LogDebug("MovementAIComponent::HandleWaypointCommandRemoveNPC", "Destroyable component not found!");
return;
}
uint32_t factionID = -1;
if (!GeneralUtils::TryParse<uint32_t>(data, factionID)) return;
if (destroyableComponent->BelongsToFaction(factionID)) m_Parent->Kill();
}
}
void MovementAIComponent::HandleWaypointCommandChangeWaypoint(const std::string& data) {
std::string path_string = "";
int32_t index = 0;
// sometimes there's a path and what waypoint to start, which are comma separated
if (data.find(",") != std::string::npos) {
auto datas = GeneralUtils::SplitString(data, ',');
path_string = datas.at(0);
if (!GeneralUtils::TryParse(datas.at(1), index)) return;
} else path_string = data;
if (path_string != "") {
SetPathStartingWaypointIndex(index);
SetupPath(path_string);
}
}
void MovementAIComponent::HandleWaypointCommandSpawnObject(const std::string& data) {
LOT newObjectLOT = 0;
if (!GeneralUtils::TryParse(data, newObjectLOT)) return;
EntityInfo info{};
info.lot = newObjectLOT;
info.pos = m_Parent->GetPosition();
info.rot = m_Parent->GetRotation();
auto* spawnedEntity = Game::entityManager->CreateEntity(info, nullptr, m_Parent);
Game::entityManager->ConstructEntity(spawnedEntity);
m_Parent->Smash(LWOOBJID_EMPTY, eKillType::SILENT);
}

View File

@ -12,9 +12,9 @@
#include "Player.h" #include "Player.h"
#include "RebuildComponent.h" #include "RebuildComponent.h"
#include "SkillComponent.h" #include "SkillComponent.h"
#include "MovementAIComponent.h"
#include "eEndBehavior.h" #include "eEndBehavior.h"
TriggerComponent::TriggerComponent(Entity* parent, const std::string triggerInfo): Component(parent) { TriggerComponent::TriggerComponent(Entity* parent, const std::string triggerInfo): Component(parent) {
m_Parent = parent; m_Parent = parent;
m_Trigger = nullptr; m_Trigger = nullptr;
@ -69,7 +69,9 @@ void TriggerComponent::HandleTriggerCommand(LUTriggers::Command* command, Entity
case eTriggerCommandType::RESET_REBUILD: case eTriggerCommandType::RESET_REBUILD:
HandleResetRebuild(targetEntity, command->args); HandleResetRebuild(targetEntity, command->args);
break; break;
case eTriggerCommandType::SET_PATH: break; case eTriggerCommandType::SET_PATH:
HandleSetPath(targetEntity, argArray);
break;
case eTriggerCommandType::SET_PICK_TYPE: break; case eTriggerCommandType::SET_PICK_TYPE: break;
case eTriggerCommandType::MOVE_OBJECT: case eTriggerCommandType::MOVE_OBJECT:
HandleMoveObject(targetEntity, argArray); HandleMoveObject(targetEntity, argArray);
@ -100,11 +102,21 @@ void TriggerComponent::HandleTriggerCommand(LUTriggers::Command* command, Entity
break; break;
case eTriggerCommandType::SET_BOUNCER_STATE: break; case eTriggerCommandType::SET_BOUNCER_STATE: break;
case eTriggerCommandType::BOUNCE_ALL_ON_BOUNCER: break; case eTriggerCommandType::BOUNCE_ALL_ON_BOUNCER: break;
case eTriggerCommandType::TURN_AROUND_ON_PATH: break; case eTriggerCommandType::TURN_AROUND_ON_PATH:
case eTriggerCommandType::GO_FORWARD_ON_PATH: break; HandleTurnAroundOnPath(targetEntity);
case eTriggerCommandType::GO_BACKWARD_ON_PATH: break; break;
case eTriggerCommandType::STOP_PATHING: break; case eTriggerCommandType::GO_FORWARD_ON_PATH:
case eTriggerCommandType::START_PATHING: break; HandleGoForwardOnPath(targetEntity);
break;
case eTriggerCommandType::GO_BACKWARD_ON_PATH:
HandleGoBackwardOnPath(targetEntity);
break;
case eTriggerCommandType::STOP_PATHING:
HandleStopPathing(targetEntity);
break;
case eTriggerCommandType::START_PATHING:
HandleStartPathing(targetEntity);
break;
case eTriggerCommandType::LOCK_OR_UNLOCK_CONTROLS: break; case eTriggerCommandType::LOCK_OR_UNLOCK_CONTROLS: break;
case eTriggerCommandType::PLAY_EFFECT: case eTriggerCommandType::PLAY_EFFECT:
HandlePlayEffect(targetEntity, argArray); HandlePlayEffect(targetEntity, argArray);
@ -213,6 +225,18 @@ void TriggerComponent::HandleResetRebuild(Entity* targetEntity, std::string args
rebuildComponent->ResetRebuild(args == "1"); rebuildComponent->ResetRebuild(args == "1");
} }
void TriggerComponent::HandleSetPath(Entity* targetEntity, std::vector<std::string> argArray){
auto* movementAIComponent = targetEntity->GetComponent<MovementAIComponent>();
if (!movementAIComponent) return;
movementAIComponent->SetupPath(argArray.at(0));
if (argArray.size() >= 2) {
int32_t index = 0;
if (!GeneralUtils::TryParse(argArray.at(1), index)) return;
movementAIComponent->SetPathStartingWaypointIndex(index);
}
if (argArray.size() >= 3 && argArray.at(2) == "1") movementAIComponent->ReversePath();
}
void TriggerComponent::HandleMoveObject(Entity* targetEntity, std::vector<std::string> argArray){ void TriggerComponent::HandleMoveObject(Entity* targetEntity, std::vector<std::string> argArray){
if (argArray.size() <= 2) return; if (argArray.size() <= 2) return;
@ -342,6 +366,36 @@ void TriggerComponent::HandleUpdateMission(Entity* targetEntity, std::vector<std
missionComponent->Progress(eMissionTaskType::EXPLORE, 0, 0, argArray.at(4)); missionComponent->Progress(eMissionTaskType::EXPLORE, 0, 0, argArray.at(4));
} }
void TriggerComponent::HandleTurnAroundOnPath(Entity* targetEntity){
auto* movementAIComponent = targetEntity->GetComponent<MovementAIComponent>();
if (!movementAIComponent) return;
movementAIComponent->ReversePath();
}
void TriggerComponent::HandleGoForwardOnPath(Entity* targetEntity){
auto* movementAIComponent = targetEntity->GetComponent<MovementAIComponent>();
if (!movementAIComponent) return;
if (movementAIComponent->GetIsInReverse()) movementAIComponent->ReversePath();
}
void TriggerComponent::HandleGoBackwardOnPath(Entity* targetEntity){
auto* movementAIComponent = targetEntity->GetComponent<MovementAIComponent>();
if (!movementAIComponent) return;
if (!movementAIComponent->GetIsInReverse()) movementAIComponent->ReversePath();
}
void TriggerComponent::HandleStopPathing(Entity* targetEntity){
auto* movementAIComponent = targetEntity->GetComponent<MovementAIComponent>();
if (!movementAIComponent) return;
movementAIComponent->Pause();
}
void TriggerComponent::HandleStartPathing(Entity* targetEntity){
auto* movementAIComponent = targetEntity->GetComponent<MovementAIComponent>();
if (!movementAIComponent) return;
movementAIComponent->Resume();
}
void TriggerComponent::HandlePlayEffect(Entity* targetEntity, std::vector<std::string> argArray) { void TriggerComponent::HandlePlayEffect(Entity* targetEntity, std::vector<std::string> argArray) {
if (argArray.size() < 3) return; if (argArray.size() < 3) return;
int32_t effectID = 0; int32_t effectID = 0;

View File

@ -26,6 +26,7 @@ private:
void HandleDestroyObject(Entity* targetEntity, std::string args); void HandleDestroyObject(Entity* targetEntity, std::string args);
void HandleToggleTrigger(Entity* targetEntity, std::string args); void HandleToggleTrigger(Entity* targetEntity, std::string args);
void HandleResetRebuild(Entity* targetEntity, std::string args); void HandleResetRebuild(Entity* targetEntity, std::string args);
void HandleSetPath(Entity* targetEntity, std::vector<std::string> argArray);
void HandleMoveObject(Entity* targetEntity, std::vector<std::string> argArray); void HandleMoveObject(Entity* targetEntity, std::vector<std::string> argArray);
void HandleRotateObject(Entity* targetEntity, std::vector<std::string> argArray); void HandleRotateObject(Entity* targetEntity, std::vector<std::string> argArray);
void HandlePushObject(Entity* targetEntity, std::vector<std::string> argArray); void HandlePushObject(Entity* targetEntity, std::vector<std::string> argArray);
@ -35,6 +36,11 @@ private:
void HandlePlayCinematic(Entity* targetEntity, std::vector<std::string> argArray); void HandlePlayCinematic(Entity* targetEntity, std::vector<std::string> argArray);
void HandleToggleBBB(Entity* targetEntity, std::string args); void HandleToggleBBB(Entity* targetEntity, std::string args);
void HandleUpdateMission(Entity* targetEntity, std::vector<std::string> argArray); void HandleUpdateMission(Entity* targetEntity, std::vector<std::string> argArray);
void HandleTurnAroundOnPath(Entity* targetEntity);
void HandleGoForwardOnPath(Entity* targetEntity);
void HandleGoBackwardOnPath(Entity* targetEntity);
void HandleStopPathing(Entity* targetEntity);
void HandleStartPathing(Entity* targetEntity);
void HandlePlayEffect(Entity* targetEntity, std::vector<std::string> argArray); void HandlePlayEffect(Entity* targetEntity, std::vector<std::string> argArray);
void HandleCastSkill(Entity* targetEntity, std::string args); void HandleCastSkill(Entity* targetEntity, std::string args);
void HandleSetPhysicsVolumeEffect(Entity* targetEntity, std::vector<std::string> argArray); void HandleSetPhysicsVolumeEffect(Entity* targetEntity, std::vector<std::string> argArray);