mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-12-24 22:43:34 +00:00
b432a3f5da
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
95 lines
3.2 KiB
C++
95 lines
3.2 KiB
C++
#include "ExplodingAsset.h"
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#include "DestroyableComponent.h"
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#include "GameMessages.h"
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#include "MissionComponent.h"
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#include "SkillComponent.h"
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#include "eMissionTaskType.h"
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#include "RenderComponent.h"
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//TODO: this has to be updated so that you only get killed if you're in a certain radius.
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//And so that all entities in a certain radius are killed, not just the attacker.
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void ExplodingAsset::OnStartup(Entity* self) {
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self->SetProximityRadius(20.0f, "outRadius");
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self->SetVar<int32_t>(u"playersNearChest", 0);
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self->SetProximityRadius(10.0f, "crateHitters");
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}
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void ExplodingAsset::OnHit(Entity* self, Entity* attacker) {
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std::vector<Entity*> entities;
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entities.push_back(attacker);
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if (!self->GetBoolean(u"bIsHit")) {
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for (Entity* en : entities) {
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if (en->GetObjectID() == attacker->GetObjectID()) {
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if (Vector3::DistanceSquared(en->GetPosition(), self->GetPosition()) > 10 * 10) continue;
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auto* destroyable = en->GetComponent<DestroyableComponent>();
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if (destroyable == nullptr) {
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continue;
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}
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destroyable->Smash(attacker->GetObjectID());
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}
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}
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}
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attacker = attacker->GetOwner();
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self->SetBoolean(u"bIsHit", true);
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self->SetOwnerOverride(attacker->GetObjectID());
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GameMessages::SendPlayEmbeddedEffectOnAllClientsNearObject(self, u"camshake", self->GetObjectID(), 16);
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auto* skillComponent = self->GetComponent<SkillComponent>();
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if (skillComponent != nullptr) {
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skillComponent->CalculateBehavior(147, 4721, LWOOBJID_EMPTY, true);
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}
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const auto missionID = self->GetVar<int32_t>(u"missionID");
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auto achievementIDs = self->GetVar<std::u16string>(u"achieveID");
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// Progress all scripted missions related to this asset
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auto* missionComponent = attacker->GetComponent<MissionComponent>();
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if (missionComponent != nullptr) {
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if (missionID != 0) {
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missionComponent->ForceProgressValue(missionID,
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static_cast<uint32_t>(eMissionTaskType::SCRIPT),
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self->GetLOT(), false);
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}
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if (!achievementIDs.empty()) {
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for (const auto& achievementID : GeneralUtils::SplitString(achievementIDs, u'_')) {
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missionComponent->ForceProgressValue(std::stoi(GeneralUtils::UTF16ToWTF8(achievementID)),
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static_cast<uint32_t>(eMissionTaskType::SCRIPT),
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self->GetLOT());
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}
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}
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}
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self->ScheduleKillAfterUpdate();
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}
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void ExplodingAsset::OnProximityUpdate(Entity* self, Entity* entering, std::string name, std::string status) {
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auto* destuctableComponent = entering->GetComponent<DestroyableComponent>();
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if (destuctableComponent == nullptr) return;
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const auto& factions = destuctableComponent->GetFactionIDs();
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if (!std::count(factions.begin(), factions.end(), 1)) return;
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if (status == "ENTER") {
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RenderComponent::PlayAnimation(self, u"bounce");
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GameMessages::SendPlayFXEffect(self, -1, u"anim", "bouncin", LWOOBJID_EMPTY, 1, 1, true);
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self->SetVar(u"playersNearChest", self->GetVar<int32_t>(u"playersNearChest") + 1);
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} else if (status == "LEAVE") {
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self->SetVar(u"playersNearChest", self->GetVar<int32_t>(u"playersNearChest") - 1);
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if (self->GetVar<int32_t>(u"playersNearChest") < 1) {
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RenderComponent::PlayAnimation(self, u"idle");
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GameMessages::SendStopFXEffect(self, true, "bouncin");
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self->SetVar<int32_t>(u"playersNearChest", 0);
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}
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}
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}
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