mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-12-23 14:03:34 +00:00
d8a5fd49a4
* rename and cleanup file * more * fix broken function * Further naming fixes t Revert "Further naming fixes" This reverts commit 057189982ba56788d48f9265d815e6c562ba6328. * next step * undo all testing changes * minor tweaks
146 lines
3.9 KiB
C++
146 lines
3.9 KiB
C++
#include "AmShieldGenerator.h"
|
|
#include "EntityManager.h"
|
|
#include "DestroyableComponent.h"
|
|
#include "GameMessages.h"
|
|
#include "EntityInfo.h"
|
|
#include "MovementAIComponent.h"
|
|
#include "BaseCombatAIComponent.h"
|
|
#include "SkillComponent.h"
|
|
|
|
void AmShieldGenerator::OnStartup(Entity* self) {
|
|
self->SetProximityRadius(20, "shield");
|
|
self->SetProximityRadius(21, "buffer");
|
|
|
|
StartShield(self);
|
|
}
|
|
|
|
void AmShieldGenerator::OnProximityUpdate(Entity* self, Entity* entering, std::string name, std::string status) {
|
|
auto* destroyableComponent = entering->GetComponent<DestroyableComponent>();
|
|
|
|
if (status == "ENTER" && name == "shield") {
|
|
if (destroyableComponent->HasFaction(4)) {
|
|
EnemyEnteredShield(self, entering);
|
|
}
|
|
}
|
|
|
|
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 AmShieldGenerator::OnDie(Entity* self, Entity* killer) {
|
|
self->CancelAllTimers();
|
|
|
|
auto* child = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(u"Child"));
|
|
|
|
if (child != nullptr) {
|
|
child->Kill();
|
|
}
|
|
}
|
|
|
|
void AmShieldGenerator::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 = Game::entityManager->GetEntity(enemyID);
|
|
|
|
if (enemy != nullptr) {
|
|
EnemyEnteredShield(self, enemy);
|
|
}
|
|
}
|
|
|
|
self->AddTimer("RefreshEnemies", 1.5f);
|
|
}
|
|
}
|
|
|
|
void AmShieldGenerator::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 = Game::entityManager->CreateEntity(info);
|
|
|
|
self->SetVar(u"Child", child->GetObjectID());
|
|
|
|
BuffPlayers(self);
|
|
}
|
|
|
|
void AmShieldGenerator::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 = Game::entityManager->GetEntity(playerID);
|
|
|
|
if (player == nullptr) {
|
|
return;
|
|
}
|
|
|
|
skillComponent->CalculateBehavior(1200, 27024, playerID, true);
|
|
}
|
|
}
|
|
|
|
void AmShieldGenerator::EnemyEnteredShield(Entity* self, Entity* intruder) {
|
|
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(), intruder->GetPosition()) < 20 * 20) {
|
|
baseCombatAIComponent->Stun(2.0f);
|
|
movementAIComponent->SetDestination(baseCombatAIComponent->GetStartPosition());
|
|
}
|
|
|
|
baseCombatAIComponent->ClearThreat();
|
|
}
|