#include "SpawnBehavior.h" #include "BehaviorContext.h" #include "BehaviorBranchContext.h" #include "EntityManager.h" #include "Game.h" #include "dLogger.h" #include "DestroyableComponent.h" #include "RebuildComponent.h" #include "Entity.h" #include "EntityInfo.h" #include "eReplicaComponentType.h" void SpawnBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) { auto* origin = EntityManager::Instance()->GetEntity(context->originator); if (origin == nullptr) { Game::logger->Log("SpawnBehavior", "Failed to find self entity (%llu)!", context->originator); return; } if (branch.isProjectile) { auto* target = EntityManager::Instance()->GetEntity(branch.target); if (target != nullptr) { origin = target; } } EntityInfo info; info.lot = this->m_lot; info.pos = origin->GetPosition(); info.rot = origin->GetRotation(); info.scale = 1; info.spawner = nullptr; info.spawnerID = context->originator; info.spawnerNodeID = 0; info.pos = info.pos + (info.rot.GetForwardVector() * m_Distance); auto* entity = EntityManager::Instance()->CreateEntity( info, nullptr, EntityManager::Instance()->GetEntity(context->originator) ); if (entity == nullptr) { Game::logger->Log("SpawnBehavior", "Failed to spawn entity (%i)!", this->m_lot); return; } entity->SetOwnerOverride(context->originator); // Unset the flag to reposition the player, this makes it harder to glitch out of the map auto rebuildComponent = entity->GetComponent(); if (rebuildComponent != nullptr) { rebuildComponent->SetRepositionPlayer(false); } EntityManager::Instance()->ConstructEntity(entity); if (branch.duration > 0) { context->RegisterTimerBehavior(this, branch, entity->GetObjectID()); } if (branch.start != 0) { context->RegisterEndBehavior(this, branch, entity->GetObjectID()); } entity->AddCallbackTimer(60, [entity]() { entity->Smash(); }); } void SpawnBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) { Handle(context, bitStream, branch); } void SpawnBehavior::Timer(BehaviorContext* context, const BehaviorBranchContext branch, const LWOOBJID second) { auto* entity = EntityManager::Instance()->GetEntity(second); if (entity == nullptr) { Game::logger->Log("SpawnBehavior", "Failed to find spawned entity (%llu)!", second); return; } auto destroyable = entity->GetComponent(); if (!destroyable) { entity->Smash(context->originator); return; } destroyable->Smash(second); } void SpawnBehavior::End(BehaviorContext* context, const BehaviorBranchContext branch, const LWOOBJID second) { Timer(context, branch, second); } void SpawnBehavior::Load() { this->m_lot = GetInt("LOT_ID"); this->m_Distance = GetFloat("distance"); }