mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-12-26 23:43:34 +00:00
0545adfac3
Have fun!
244 lines
6.5 KiB
C++
244 lines
6.5 KiB
C++
#include "AmShieldGeneratorQuickbuild.h"
|
|
#include "EntityManager.h"
|
|
#include "DestroyableComponent.h"
|
|
#include "GameMessages.h"
|
|
#include "MovementAIComponent.h"
|
|
#include "BaseCombatAIComponent.h"
|
|
#include "SkillComponent.h"
|
|
#include "RebuildComponent.h"
|
|
#include "MissionComponent.h"
|
|
|
|
|
|
void AmShieldGeneratorQuickbuild::OnStartup(Entity* self)
|
|
{
|
|
self->SetProximityRadius(20, "shield");
|
|
self->SetProximityRadius(21, "buffer");
|
|
}
|
|
|
|
void AmShieldGeneratorQuickbuild::OnProximityUpdate(Entity* self, Entity* entering, std::string name, std::string status)
|
|
{
|
|
auto* destroyableComponent = entering->GetComponent<DestroyableComponent>();
|
|
|
|
if (name == "shield")
|
|
{
|
|
if (!destroyableComponent->HasFaction(4) || entering->IsPlayer())
|
|
{
|
|
return;
|
|
}
|
|
|
|
auto enemiesInProximity = self->GetVar<std::vector<LWOOBJID>>(u"Enemies");
|
|
|
|
if (status == "ENTER")
|
|
{
|
|
EnemyEnteredShield(self, entering);
|
|
|
|
const auto& iter = std::find(enemiesInProximity.begin(), enemiesInProximity.end(), entering->GetObjectID());
|
|
|
|
if (iter == enemiesInProximity.end())
|
|
{
|
|
enemiesInProximity.push_back(entering->GetObjectID());
|
|
}
|
|
}
|
|
else if (status == "LEAVE")
|
|
{
|
|
const auto& iter = std::find(enemiesInProximity.begin(), enemiesInProximity.end(), entering->GetObjectID());
|
|
|
|
if (iter != enemiesInProximity.end())
|
|
{
|
|
enemiesInProximity.erase(iter);
|
|
}
|
|
}
|
|
|
|
self->SetVar<std::vector<LWOOBJID>>(u"Enemies", enemiesInProximity);
|
|
}
|
|
|
|
if (name != "buffer" || !entering->IsPlayer())
|
|
{
|
|
return;
|
|
}
|
|
|
|
auto entitiesInProximity = self->GetVar<std::vector<LWOOBJID>>(u"Players");
|
|
|
|
if (status == "ENTER")
|
|
{
|
|
const auto& iter = std::find(entitiesInProximity.begin(), entitiesInProximity.end(), entering->GetObjectID());
|
|
|
|
if (iter == entitiesInProximity.end())
|
|
{
|
|
entitiesInProximity.push_back(entering->GetObjectID());
|
|
}
|
|
}
|
|
else if (status == "LEAVE")
|
|
{
|
|
const auto& iter = std::find(entitiesInProximity.begin(), entitiesInProximity.end(), entering->GetObjectID());
|
|
|
|
if (iter != entitiesInProximity.end())
|
|
{
|
|
entitiesInProximity.erase(iter);
|
|
}
|
|
}
|
|
|
|
self->SetVar<std::vector<LWOOBJID>>(u"Players", entitiesInProximity);
|
|
}
|
|
|
|
void AmShieldGeneratorQuickbuild::OnDie(Entity* self, Entity* killer)
|
|
{
|
|
self->CancelAllTimers();
|
|
|
|
auto* child = EntityManager::Instance()->GetEntity(self->GetVar<LWOOBJID>(u"Child"));
|
|
|
|
if (child != nullptr)
|
|
{
|
|
child->Kill();
|
|
}
|
|
}
|
|
|
|
void AmShieldGeneratorQuickbuild::OnTimerDone(Entity* self, std::string timerName)
|
|
{
|
|
if (timerName == "BuffPlayers")
|
|
{
|
|
BuffPlayers(self);
|
|
|
|
self->AddTimer("BuffPlayers", 3.0f);
|
|
}
|
|
else if (timerName == "PlayFX")
|
|
{
|
|
GameMessages::SendPlayFXEffect(self->GetObjectID(), 5351, u"generatorOn", "generatorOn");
|
|
|
|
self->AddTimer("PlayFX", 1.5f);
|
|
}
|
|
else if (timerName == "RefreshEnemies")
|
|
{
|
|
auto enemiesInProximity = self->GetVar<std::vector<LWOOBJID>>(u"Enemies");
|
|
|
|
for (const auto enemyID : enemiesInProximity)
|
|
{
|
|
auto* enemy = EntityManager::Instance()->GetEntity(enemyID);
|
|
|
|
if (enemy != nullptr)
|
|
{
|
|
EnemyEnteredShield(self, enemy);
|
|
}
|
|
}
|
|
|
|
self->AddTimer("RefreshEnemies", 1.5f);
|
|
}
|
|
}
|
|
|
|
void AmShieldGeneratorQuickbuild::OnRebuildComplete(Entity* self, Entity* target)
|
|
{
|
|
StartShield(self);
|
|
|
|
auto enemiesInProximity = self->GetVar<std::vector<LWOOBJID>>(u"Enemies");
|
|
|
|
for (const auto enemyID : enemiesInProximity)
|
|
{
|
|
auto* enemy = EntityManager::Instance()->GetEntity(enemyID);
|
|
|
|
if (enemy != nullptr)
|
|
{
|
|
enemy->Smash();
|
|
}
|
|
}
|
|
|
|
auto entitiesInProximity = self->GetVar<std::vector<LWOOBJID>>(u"Players");
|
|
|
|
for (const auto playerID : entitiesInProximity)
|
|
{
|
|
auto* player = EntityManager::Instance()->GetEntity(playerID);
|
|
|
|
if (player == nullptr)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
auto* missionComponent = player->GetComponent<MissionComponent>();
|
|
|
|
if (missionComponent == nullptr)
|
|
{
|
|
return;
|
|
}
|
|
|
|
missionComponent->ForceProgressTaskType(987, 1, 1, false);
|
|
}
|
|
}
|
|
|
|
void AmShieldGeneratorQuickbuild::StartShield(Entity* self)
|
|
{
|
|
self->AddTimer("PlayFX", 1.5f);
|
|
self->AddTimer("BuffPlayers", 3.0f);
|
|
self->AddTimer("RefreshEnemies", 1.5f);
|
|
|
|
const auto myPos = self->GetPosition();
|
|
const auto myRot = self->GetRotation();
|
|
|
|
EntityInfo info {};
|
|
info.lot = 13111;
|
|
info.pos = myPos;
|
|
info.rot = myRot;
|
|
info.spawnerID = self->GetObjectID();
|
|
|
|
auto* child = EntityManager::Instance()->CreateEntity(info);
|
|
|
|
self->SetVar(u"Child", child->GetObjectID());
|
|
|
|
BuffPlayers(self);
|
|
}
|
|
|
|
void AmShieldGeneratorQuickbuild::BuffPlayers(Entity* self)
|
|
{
|
|
auto* skillComponent = self->GetComponent<SkillComponent>();
|
|
|
|
if (skillComponent == nullptr)
|
|
{
|
|
return;
|
|
}
|
|
|
|
auto entitiesInProximity = self->GetVar<std::vector<LWOOBJID>>(u"Players");
|
|
|
|
for (const auto playerID : entitiesInProximity)
|
|
{
|
|
auto* player = EntityManager::Instance()->GetEntity(playerID);
|
|
|
|
if (player == nullptr)
|
|
{
|
|
return;
|
|
}
|
|
|
|
skillComponent->CalculateBehavior(1200, 27024, playerID, true);
|
|
}
|
|
}
|
|
|
|
void AmShieldGeneratorQuickbuild::EnemyEnteredShield(Entity* self, Entity* intruder)
|
|
{
|
|
auto* rebuildComponent = self->GetComponent<RebuildComponent>();
|
|
|
|
if (rebuildComponent == nullptr || rebuildComponent->GetState() != REBUILD_COMPLETED)
|
|
{
|
|
return;
|
|
}
|
|
|
|
auto* baseCombatAIComponent = intruder->GetComponent<BaseCombatAIComponent>();
|
|
auto* movementAIComponent = intruder->GetComponent<MovementAIComponent>();
|
|
|
|
if (baseCombatAIComponent == nullptr || movementAIComponent == nullptr)
|
|
{
|
|
return;
|
|
}
|
|
|
|
auto dir = intruder->GetRotation().GetForwardVector() * -1;
|
|
dir.y += 15;
|
|
dir.x *= 50;
|
|
dir.z *= 50;
|
|
|
|
// TODO: Figure out how todo knockback, I'll stun them for now
|
|
|
|
if (NiPoint3::DistanceSquared(self->GetPosition(), movementAIComponent->GetCurrentPosition()) < 20 * 20)
|
|
{
|
|
baseCombatAIComponent->Stun(2.0f);
|
|
movementAIComponent->SetDestination(baseCombatAIComponent->GetStartPosition());
|
|
}
|
|
|
|
baseCombatAIComponent->ClearThreat();
|
|
}
|