DarkflameServer/dScripts/02_server/Map/General/ExplodingAsset.cpp
David Markowitz b432a3f5da Remove inlines
Clean up macros

more tomorrow

Cleanup and optimize CDActivities table

Remove unused include

Further work on CDActivityRewards

Update MasterServer.cpp

Further animations work

Activities still needs work for a better PK.

fix type

All of these replacements worked

Create internal interface for animations

Allows for user to just call GetAnimationTIme or PlayAnimation rather than passing in arbitrary true false statements
2023-03-26 02:59:46 -07:00

95 lines
3.2 KiB
C++

#include "ExplodingAsset.h"
#include "DestroyableComponent.h"
#include "GameMessages.h"
#include "MissionComponent.h"
#include "SkillComponent.h"
#include "eMissionTaskType.h"
#include "RenderComponent.h"
//TODO: this has to be updated so that you only get killed if you're in a certain radius.
//And so that all entities in a certain radius are killed, not just the attacker.
void ExplodingAsset::OnStartup(Entity* self) {
self->SetProximityRadius(20.0f, "outRadius");
self->SetVar<int32_t>(u"playersNearChest", 0);
self->SetProximityRadius(10.0f, "crateHitters");
}
void ExplodingAsset::OnHit(Entity* self, Entity* attacker) {
std::vector<Entity*> entities;
entities.push_back(attacker);
if (!self->GetBoolean(u"bIsHit")) {
for (Entity* en : entities) {
if (en->GetObjectID() == attacker->GetObjectID()) {
if (Vector3::DistanceSquared(en->GetPosition(), self->GetPosition()) > 10 * 10) continue;
auto* destroyable = en->GetComponent<DestroyableComponent>();
if (destroyable == nullptr) {
continue;
}
destroyable->Smash(attacker->GetObjectID());
}
}
}
attacker = attacker->GetOwner();
self->SetBoolean(u"bIsHit", true);
self->SetOwnerOverride(attacker->GetObjectID());
GameMessages::SendPlayEmbeddedEffectOnAllClientsNearObject(self, u"camshake", self->GetObjectID(), 16);
auto* skillComponent = self->GetComponent<SkillComponent>();
if (skillComponent != nullptr) {
skillComponent->CalculateBehavior(147, 4721, LWOOBJID_EMPTY, true);
}
const auto missionID = self->GetVar<int32_t>(u"missionID");
auto achievementIDs = self->GetVar<std::u16string>(u"achieveID");
// Progress all scripted missions related to this asset
auto* missionComponent = attacker->GetComponent<MissionComponent>();
if (missionComponent != nullptr) {
if (missionID != 0) {
missionComponent->ForceProgressValue(missionID,
static_cast<uint32_t>(eMissionTaskType::SCRIPT),
self->GetLOT(), false);
}
if (!achievementIDs.empty()) {
for (const auto& achievementID : GeneralUtils::SplitString(achievementIDs, u'_')) {
missionComponent->ForceProgressValue(std::stoi(GeneralUtils::UTF16ToWTF8(achievementID)),
static_cast<uint32_t>(eMissionTaskType::SCRIPT),
self->GetLOT());
}
}
}
self->ScheduleKillAfterUpdate();
}
void ExplodingAsset::OnProximityUpdate(Entity* self, Entity* entering, std::string name, std::string status) {
auto* destuctableComponent = entering->GetComponent<DestroyableComponent>();
if (destuctableComponent == nullptr) return;
const auto& factions = destuctableComponent->GetFactionIDs();
if (!std::count(factions.begin(), factions.end(), 1)) return;
if (status == "ENTER") {
RenderComponent::PlayAnimation(self, u"bounce");
GameMessages::SendPlayFXEffect(self, -1, u"anim", "bouncin", LWOOBJID_EMPTY, 1, 1, true);
self->SetVar(u"playersNearChest", self->GetVar<int32_t>(u"playersNearChest") + 1);
} else if (status == "LEAVE") {
self->SetVar(u"playersNearChest", self->GetVar<int32_t>(u"playersNearChest") - 1);
if (self->GetVar<int32_t>(u"playersNearChest") < 1) {
RenderComponent::PlayAnimation(self, u"idle");
GameMessages::SendStopFXEffect(self, true, "bouncin");
self->SetVar<int32_t>(u"playersNearChest", 0);
}
}
}