mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-21 21:17:25 +00:00
Chore: split VE script up (#1598)
* Testing Scripts Testing splitting AgSpaceStuff into AgSpaceStuff and AgShipShake * fixed inclusions * Removed DoShake * cleaning up * consistent if statements * Update dScripts/ai/AG/AgShipShake.h Co-authored-by: David Markowitz <39972741+EmosewaMC@users.noreply.github.com> --------- Co-authored-by: David Markowitz <39972741+EmosewaMC@users.noreply.github.com>
This commit is contained in:
parent
9328021339
commit
e966d3a644
@ -14,6 +14,7 @@
|
||||
#include "AgShipPlayerDeathTrigger.h"
|
||||
#include "AgShipPlayerShockServer.h"
|
||||
#include "AgSpaceStuff.h"
|
||||
#include "AgShipShake.h"
|
||||
#include "AgImagSmashable.h"
|
||||
#include "NpcNpSpacemanBob.h"
|
||||
#include "StoryBoxInteractServer.h"
|
||||
@ -341,6 +342,7 @@ namespace {
|
||||
{ "scripts\\ai\\AG\\L_AG_SHIP_PLAYER_DEATH_TRIGGER.lua", []() { return new AgShipPlayerDeathTrigger(); } },
|
||||
{"scripts\\ai\\NP\\L_NPC_NP_SPACEMAN_BOB.lua", []() { return new NpcNpSpacemanBob(); } },
|
||||
{"scripts\\ai\\AG\\L_AG_SPACE_STUFF.lua", []() { return new AgSpaceStuff();} },
|
||||
{"scripts\\ai\\AG\\L_AG_SHIP_SHAKE.lua", []() { return new AgShipShake();}},
|
||||
{"scripts\\ai\\AG\\L_AG_SHIP_PLAYER_SHOCK_SERVER.lua", []() { return new AgShipPlayerShockServer();} },
|
||||
{"scripts\\ai\\AG\\L_AG_IMAG_SMASHABLE.lua", []() { return new AgImagSmashable();} },
|
||||
{"scripts\\02_server\\Map\\General\\L_STORY_BOX_INTERACT_SERVER.lua", []() { return new StoryBoxInteractServer();} },
|
||||
|
81
dScripts/ai/AG/AgShipShake.cpp
Normal file
81
dScripts/ai/AG/AgShipShake.cpp
Normal file
@ -0,0 +1,81 @@
|
||||
#include "AgShipShake.h"
|
||||
#include "EntityInfo.h"
|
||||
#include "GeneralUtils.h"
|
||||
#include "GameMessages.h"
|
||||
#include "EntityManager.h"
|
||||
#include "RenderComponent.h"
|
||||
#include "Entity.h"
|
||||
|
||||
void AgShipShake::OnStartup(Entity* self) {
|
||||
EntityInfo info{};
|
||||
|
||||
info.pos = { -418, 585, -30 };
|
||||
info.lot = 33;
|
||||
info.spawnerID = self->GetObjectID();
|
||||
|
||||
auto* ref = Game::entityManager->CreateEntity(info);
|
||||
|
||||
Game::entityManager->ConstructEntity(ref);
|
||||
|
||||
self->SetVar(u"ShakeObject", ref->GetObjectID());
|
||||
|
||||
self->AddTimer("ShipShakeIdle", 2.0f);
|
||||
self->SetVar(u"RandomTime", 10);
|
||||
}
|
||||
|
||||
void AgShipShake::OnTimerDone(Entity* self, std::string timerName) {
|
||||
auto* shipFxObject = GetEntityInGroup(ShipFX);
|
||||
auto* shipFxObject2 = GetEntityInGroup(ShipFX2);
|
||||
auto* debrisObject = GetEntityInGroup(DebrisFX);
|
||||
if (timerName == "ShipShakeIdle") {
|
||||
auto* ref = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(u"ShakeObject"));
|
||||
|
||||
const auto randomTime = self->GetVar<int>(u"RandomTime");
|
||||
auto time = GeneralUtils::GenerateRandomNumber<int>(0, randomTime + 1);
|
||||
|
||||
if (time < randomTime / 2) {
|
||||
time += randomTime / 2;
|
||||
}
|
||||
|
||||
self->AddTimer("ShipShakeIdle", static_cast<float>(time));
|
||||
|
||||
if (ref)
|
||||
GameMessages::SendPlayEmbeddedEffectOnAllClientsNearObject(ref, FXName, ref->GetObjectID(), 500.0f);
|
||||
|
||||
|
||||
if (debrisObject)
|
||||
GameMessages::SendPlayFXEffect(debrisObject, -1, u"DebrisFall", "Debris", LWOOBJID_EMPTY, 1.0f, 1.0f, true);
|
||||
|
||||
const auto randomFx = GeneralUtils::GenerateRandomNumber<int>(0, 3);
|
||||
|
||||
if (shipFxObject) {
|
||||
std::string effectType = "shipboom" + std::to_string(randomFx);
|
||||
GameMessages::SendPlayFXEffect(shipFxObject, 559, GeneralUtils::ASCIIToUTF16(effectType), "FX", LWOOBJID_EMPTY, 1.0f, 1.0f, true);
|
||||
}
|
||||
|
||||
self->AddTimer("ShipShakeExplode", 5.0f);
|
||||
|
||||
if (shipFxObject2)
|
||||
RenderComponent::PlayAnimation(shipFxObject2, u"explosion");
|
||||
} else if (timerName == "ShipShakeExplode") {
|
||||
if (shipFxObject)
|
||||
RenderComponent::PlayAnimation(shipFxObject, u"idle");
|
||||
if (shipFxObject2)
|
||||
RenderComponent::PlayAnimation(shipFxObject2, u"idle");
|
||||
}
|
||||
}
|
||||
|
||||
Entity* AgShipShake::GetEntityInGroup(const std::string& group) {
|
||||
auto entities = Game::entityManager->GetEntitiesInGroup(group);
|
||||
Entity* en = nullptr;
|
||||
|
||||
for (auto entity : entities) {
|
||||
if (entity) {
|
||||
en = entity;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return en;
|
||||
}
|
||||
|
16
dScripts/ai/AG/AgShipShake.h
Normal file
16
dScripts/ai/AG/AgShipShake.h
Normal file
@ -0,0 +1,16 @@
|
||||
#pragma once
|
||||
#include "CppScripts.h"
|
||||
|
||||
class AgShipShake : public CppScripts::Script {
|
||||
public:
|
||||
void OnStartup(Entity* self) override;
|
||||
void OnTimerDone(Entity* self, std::string timerName) override;
|
||||
|
||||
std::string DebrisFX = "DebrisFX";
|
||||
std::string ShipFX = "ShipFX";
|
||||
std::string ShipFX2 = "ShipFX2";
|
||||
std::u16string FXName = u"camshake-bridge";
|
||||
|
||||
private:
|
||||
Entity* GetEntityInGroup(const std::string& group);
|
||||
};
|
@ -8,21 +8,6 @@
|
||||
|
||||
void AgSpaceStuff::OnStartup(Entity* self) {
|
||||
self->AddTimer("FloaterScale", 5.0f);
|
||||
|
||||
EntityInfo info{};
|
||||
|
||||
info.pos = { -418, 585, -30 };
|
||||
info.lot = 33;
|
||||
info.spawnerID = self->GetObjectID();
|
||||
|
||||
auto* ref = Game::entityManager->CreateEntity(info);
|
||||
|
||||
Game::entityManager->ConstructEntity(ref);
|
||||
|
||||
self->SetVar(u"ShakeObject", ref->GetObjectID());
|
||||
|
||||
self->AddTimer("ShipShakeIdle", 2.0f);
|
||||
self->SetVar(u"RandomTime", 10);
|
||||
}
|
||||
|
||||
void AgSpaceStuff::OnTimerDone(Entity* self, std::string timerName) {
|
||||
@ -37,70 +22,5 @@ void AgSpaceStuff::OnTimerDone(Entity* self, std::string timerName) {
|
||||
|
||||
RenderComponent::PlayAnimation(self, u"path_0" + (GeneralUtils::to_u16string(pathType)));
|
||||
self->AddTimer("FloaterScale", randTime);
|
||||
} else if (timerName == "ShipShakeExplode") {
|
||||
DoShake(self, true);
|
||||
} else if (timerName == "ShipShakeIdle") {
|
||||
DoShake(self, false);
|
||||
}
|
||||
}
|
||||
|
||||
void AgSpaceStuff::DoShake(Entity* self, bool explodeIdle) {
|
||||
|
||||
if (!explodeIdle) {
|
||||
auto* ref = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(u"ShakeObject"));
|
||||
|
||||
const auto randomTime = self->GetVar<int>(u"RandomTime");
|
||||
auto time = GeneralUtils::GenerateRandomNumber<int>(0, randomTime + 1);
|
||||
|
||||
if (time < randomTime / 2) {
|
||||
time += randomTime / 2;
|
||||
}
|
||||
|
||||
self->AddTimer("ShipShakeIdle", static_cast<float>(time));
|
||||
|
||||
if (ref)
|
||||
GameMessages::SendPlayEmbeddedEffectOnAllClientsNearObject(ref, FXName, ref->GetObjectID(), 500.0f);
|
||||
|
||||
auto* debrisObject = GetEntityInGroup(DebrisFX);
|
||||
|
||||
if (debrisObject)
|
||||
GameMessages::SendPlayFXEffect(debrisObject, -1, u"DebrisFall", "Debris", LWOOBJID_EMPTY, 1.0f, 1.0f, true);
|
||||
|
||||
const auto randomFx = GeneralUtils::GenerateRandomNumber<int>(0, 3);
|
||||
|
||||
auto* shipFxObject = GetEntityInGroup(ShipFX);
|
||||
if (shipFxObject) {
|
||||
std::string effectType = "shipboom" + std::to_string(randomFx);
|
||||
GameMessages::SendPlayFXEffect(shipFxObject, 559, GeneralUtils::ASCIIToUTF16(effectType), "FX", LWOOBJID_EMPTY, 1.0f, 1.0f, true);
|
||||
}
|
||||
|
||||
self->AddTimer("ShipShakeExplode", 5.0f);
|
||||
|
||||
auto* shipFxObject2 = GetEntityInGroup(ShipFX2);
|
||||
if (shipFxObject2)
|
||||
RenderComponent::PlayAnimation(shipFxObject2, u"explosion");
|
||||
} else {
|
||||
auto* shipFxObject = GetEntityInGroup(ShipFX);
|
||||
auto* shipFxObject2 = GetEntityInGroup(ShipFX2);
|
||||
|
||||
if (shipFxObject)
|
||||
RenderComponent::PlayAnimation(shipFxObject, u"idle");
|
||||
|
||||
if (shipFxObject2)
|
||||
RenderComponent::PlayAnimation(shipFxObject2, u"idle");
|
||||
}
|
||||
}
|
||||
|
||||
Entity* AgSpaceStuff::GetEntityInGroup(const std::string& group) {
|
||||
auto entities = Game::entityManager->GetEntitiesInGroup(group);
|
||||
Entity* en = nullptr;
|
||||
|
||||
for (auto entity : entities) {
|
||||
if (entity) {
|
||||
en = entity;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return en;
|
||||
}
|
||||
|
@ -5,14 +5,5 @@ class AgSpaceStuff : public CppScripts::Script {
|
||||
public:
|
||||
void OnStartup(Entity* self);
|
||||
void OnTimerDone(Entity* self, std::string timerName);
|
||||
void DoShake(Entity* self, bool explodeIdle);
|
||||
|
||||
std::string DebrisFX = "DebrisFX";
|
||||
std::string ShipFX = "ShipFX";
|
||||
std::string ShipFX2 = "ShipFX2";
|
||||
std::u16string FXName = u"camshake-bridge";
|
||||
|
||||
private:
|
||||
Entity* GetEntityInGroup(const std::string& group);
|
||||
};
|
||||
|
||||
|
@ -1,6 +1,7 @@
|
||||
set(DSCRIPTS_SOURCES_AI_AG
|
||||
"AgShipPlayerDeathTrigger.cpp"
|
||||
"AgSpaceStuff.cpp"
|
||||
"AgShipShake.cpp"
|
||||
"AgShipPlayerShockServer.cpp"
|
||||
"AgImagSmashable.cpp"
|
||||
"ActSharkPlayerDeathTrigger.cpp"
|
||||
|
Loading…
Reference in New Issue
Block a user