mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-25 15:07:28 +00:00
Merge pull request #177 from DarkflameUniverse/implement-buccanneer-valiant
Fix #164: Implement Buccaneer Valiant special ability
This commit is contained in:
commit
ff3e10d076
@ -74,7 +74,7 @@ void AreaOfEffectBehavior::Calculate(BehaviorContext* context, RakNet::BitStream
|
||||
includeFaction = 1;
|
||||
}
|
||||
|
||||
for (auto validTarget : context->GetValidTargets(m_ignoreFaction , includeFaction))
|
||||
for (auto validTarget : context->GetValidTargets(m_ignoreFaction , includeFaction, m_TargetSelf == 1))
|
||||
{
|
||||
auto* entity = EntityManager::Instance()->GetEntity(validTarget);
|
||||
|
||||
@ -155,4 +155,6 @@ void AreaOfEffectBehavior::Load()
|
||||
this->m_ignoreFaction = GetInt("ignore_faction");
|
||||
|
||||
this->m_includeFaction = GetInt("include_faction");
|
||||
|
||||
this->m_TargetSelf = GetInt("target_self");
|
||||
}
|
||||
|
@ -14,6 +14,8 @@ public:
|
||||
|
||||
int32_t m_includeFaction;
|
||||
|
||||
int32_t m_TargetSelf;
|
||||
|
||||
/*
|
||||
* Inherited
|
||||
*/
|
||||
|
@ -325,7 +325,7 @@ void BehaviorContext::Reset()
|
||||
this->scheduledUpdates.clear();
|
||||
}
|
||||
|
||||
std::vector<LWOOBJID> BehaviorContext::GetValidTargets(int32_t ignoreFaction, int32_t includeFaction) const
|
||||
std::vector<LWOOBJID> BehaviorContext::GetValidTargets(int32_t ignoreFaction, int32_t includeFaction, bool targetSelf) const
|
||||
{
|
||||
auto* entity = EntityManager::Instance()->GetEntity(this->caster);
|
||||
|
||||
@ -353,7 +353,7 @@ std::vector<LWOOBJID> BehaviorContext::GetValidTargets(int32_t ignoreFaction, in
|
||||
}
|
||||
}
|
||||
|
||||
if (ignoreFaction || includeFaction || (!entity->HasComponent(COMPONENT_TYPE_PHANTOM_PHYSICS) && !entity->HasComponent(COMPONENT_TYPE_CONTROLLABLE_PHYSICS) && targets.empty()))
|
||||
if (ignoreFaction || includeFaction || (!entity->HasComponent(COMPONENT_TYPE_PHANTOM_PHYSICS) && targets.empty()))
|
||||
{
|
||||
DestroyableComponent* destroyableComponent;
|
||||
if (!entity->TryGetComponent(COMPONENT_TYPE_DESTROYABLE, destroyableComponent))
|
||||
@ -362,12 +362,11 @@ std::vector<LWOOBJID> BehaviorContext::GetValidTargets(int32_t ignoreFaction, in
|
||||
}
|
||||
|
||||
auto entities = EntityManager::Instance()->GetEntitiesByComponent(COMPONENT_TYPE_CONTROLLABLE_PHYSICS);
|
||||
|
||||
for (auto* candidate : entities)
|
||||
{
|
||||
const auto id = candidate->GetObjectID();
|
||||
|
||||
if (destroyableComponent->CheckValidity(id, ignoreFaction || includeFaction))
|
||||
if ((id != entity->GetObjectID() || targetSelf) && destroyableComponent->CheckValidity(id, ignoreFaction || includeFaction))
|
||||
{
|
||||
targets.push_back(id);
|
||||
}
|
||||
|
@ -102,7 +102,7 @@ struct BehaviorContext
|
||||
|
||||
void Reset();
|
||||
|
||||
std::vector<LWOOBJID> GetValidTargets(int32_t ignoreFaction = 0, int32_t includeFaction = 0) const;
|
||||
std::vector<LWOOBJID> GetValidTargets(int32_t ignoreFaction = 0, int32_t includeFaction = 0, const bool targetSelf = false) const;
|
||||
|
||||
explicit BehaviorContext(LWOOBJID originator, bool calculation = false);
|
||||
|
||||
|
@ -1,44 +1,81 @@
|
||||
#include "ForceMovementBehavior.h"
|
||||
|
||||
#include "BehaviorBranchContext.h"
|
||||
#include "BehaviorContext.h"
|
||||
#include "ControllablePhysicsComponent.h"
|
||||
#include "EntityManager.h"
|
||||
|
||||
void ForceMovementBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, const BehaviorBranchContext branch)
|
||||
{
|
||||
if (this->m_hitAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY && this->m_hitEnemyAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY && this->m_hitFactionAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY)
|
||||
{
|
||||
void ForceMovementBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, const BehaviorBranchContext branch) {
|
||||
if (this->m_hitAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY && this->m_hitEnemyAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY && this->m_hitFactionAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY) {
|
||||
return;
|
||||
}
|
||||
|
||||
uint32_t handle;
|
||||
|
||||
bitStream->Read(handle);
|
||||
|
||||
context->RegisterSyncBehavior(handle, this, branch);
|
||||
}
|
||||
|
||||
void ForceMovementBehavior::Sync(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch)
|
||||
{
|
||||
uint32_t next;
|
||||
|
||||
bitStream->Read(next);
|
||||
|
||||
LWOOBJID target;
|
||||
|
||||
bitStream->Read(target);
|
||||
|
||||
auto* behavior = CreateBehavior(next);
|
||||
|
||||
branch.target = target;
|
||||
|
||||
auto* behavior = CreateBehavior(next);
|
||||
behavior->Handle(context, bitStream, branch);
|
||||
}
|
||||
|
||||
void ForceMovementBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
|
||||
if (this->m_hitAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY && this->m_hitEnemyAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY && this->m_hitFactionAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY) {
|
||||
return;
|
||||
}
|
||||
|
||||
auto* casterEntity = EntityManager::Instance()->GetEntity(context->caster);
|
||||
if (casterEntity != nullptr) {
|
||||
auto* controllablePhysicsComponent = casterEntity->GetComponent<ControllablePhysicsComponent>();
|
||||
if (controllablePhysicsComponent != nullptr) {
|
||||
|
||||
if (m_Forward == 1) {
|
||||
controllablePhysicsComponent->SetVelocity(controllablePhysicsComponent->GetRotation().GetForwardVector() * 25);
|
||||
}
|
||||
|
||||
EntityManager::Instance()->SerializeEntity(casterEntity);
|
||||
}
|
||||
}
|
||||
|
||||
const auto skillHandle = context->GetUniqueSkillId();
|
||||
bitStream->Write(skillHandle);
|
||||
|
||||
context->SyncCalculation(skillHandle, this->m_Duration, this, branch);
|
||||
}
|
||||
|
||||
void ForceMovementBehavior::Load()
|
||||
{
|
||||
this->m_hitAction = GetAction("hit_action");
|
||||
|
||||
this->m_hitEnemyAction = GetAction("hit_action_enemy");
|
||||
|
||||
this->m_hitFactionAction = GetAction("hit_action_faction");
|
||||
this->m_Duration = GetFloat("duration");
|
||||
this->m_Forward = GetFloat("forward");
|
||||
this->m_Left = GetFloat("left");
|
||||
this->m_Yaw = GetFloat("yaw");
|
||||
}
|
||||
|
||||
void ForceMovementBehavior::SyncCalculation(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
|
||||
auto* casterEntity = EntityManager::Instance()->GetEntity(context->caster);
|
||||
if (casterEntity != nullptr) {
|
||||
auto* controllablePhysicsComponent = casterEntity->GetComponent<ControllablePhysicsComponent>();
|
||||
if (controllablePhysicsComponent != nullptr) {
|
||||
|
||||
controllablePhysicsComponent->SetPosition(controllablePhysicsComponent->GetPosition() + controllablePhysicsComponent->GetVelocity() * m_Duration);
|
||||
controllablePhysicsComponent->SetVelocity({});
|
||||
|
||||
EntityManager::Instance()->SerializeEntity(casterEntity);
|
||||
}
|
||||
}
|
||||
|
||||
this->m_hitAction->Calculate(context, bitStream, branch);
|
||||
this->m_hitEnemyAction->Calculate(context, bitStream, branch);
|
||||
this->m_hitEnemyAction->Calculate(context, bitStream, branch);
|
||||
}
|
||||
|
@ -10,6 +10,11 @@ public:
|
||||
|
||||
Behavior* m_hitFactionAction;
|
||||
|
||||
float_t m_Duration;
|
||||
float_t m_Forward;
|
||||
float_t m_Left;
|
||||
float_t m_Yaw;
|
||||
|
||||
/*
|
||||
* Inherited
|
||||
*/
|
||||
@ -18,8 +23,12 @@ public:
|
||||
{
|
||||
}
|
||||
|
||||
void Calculate(BehaviorContext *context, RakNet::BitStream *bitStream, BehaviorBranchContext branch) override;
|
||||
|
||||
void Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) override;
|
||||
|
||||
void SyncCalculation(BehaviorContext *context, RakNet::BitStream *bitStream, BehaviorBranchContext branch) override;
|
||||
|
||||
void Sync(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) override;
|
||||
|
||||
void Load() override;
|
||||
|
24
dScripts/BuccaneerValiantShip.cpp
Normal file
24
dScripts/BuccaneerValiantShip.cpp
Normal file
@ -0,0 +1,24 @@
|
||||
#include "BuccaneerValiantShip.h"
|
||||
#include "SkillComponent.h"
|
||||
#include "dLogger.h"
|
||||
|
||||
void BuccaneerValiantShip::OnStartup(Entity* self) {
|
||||
const auto skill = 982;
|
||||
const auto behavior = 20577;
|
||||
const auto skillCastTimer = 1.0F;
|
||||
|
||||
self->AddCallbackTimer(skillCastTimer, [self]() {
|
||||
auto* skillComponent = self->GetComponent<SkillComponent>();
|
||||
auto* owner = self->GetOwner();
|
||||
|
||||
if (skillComponent != nullptr && owner != nullptr) {
|
||||
skillComponent->CalculateBehavior(skill, behavior, LWOOBJID_EMPTY, true, false, owner->GetObjectID());
|
||||
|
||||
// Kill self if missed
|
||||
const auto selfSmashTimer = 1.1F;
|
||||
self->AddCallbackTimer(selfSmashTimer, [self]() {
|
||||
self->Kill();
|
||||
});
|
||||
}
|
||||
});
|
||||
}
|
6
dScripts/BuccaneerValiantShip.h
Normal file
6
dScripts/BuccaneerValiantShip.h
Normal file
@ -0,0 +1,6 @@
|
||||
#pragma once
|
||||
#include "CppScripts.h"
|
||||
|
||||
class BuccaneerValiantShip : public CppScripts::Script {
|
||||
void OnStartup(Entity *self) override;
|
||||
};
|
@ -261,6 +261,7 @@
|
||||
#include "PersonalFortress.h"
|
||||
#include "PropertyDevice.h"
|
||||
#include "ImaginationBackpackHealServer.h"
|
||||
#include "BuccaneerValiantShip.h"
|
||||
|
||||
// Survival scripts
|
||||
#include "AgSurvivalStromling.h"
|
||||
@ -774,6 +775,8 @@ CppScripts::Script* CppScripts::GetScript(Entity* parent, const std::string& scr
|
||||
script = new PropertyDevice();
|
||||
else if (scriptName == "scripts\\02_server\\Map\\General\\L_IMAG_BACKPACK_HEALS_SERVER.lua")
|
||||
script = new ImaginationBackpackHealServer();
|
||||
else if (scriptName == "scripts\\EquipmentScripts\\BuccaneerValiantShip.lua")
|
||||
script = new BuccaneerValiantShip();
|
||||
|
||||
//Ignore these scripts:
|
||||
else if (scriptName == "scripts\\02_server\\Enemy\\General\\L_SUSPEND_LUA_AI.lua")
|
||||
|
Loading…
Reference in New Issue
Block a user