mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
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455f9470a5
* Move EntityManager to Game namespace * move initialization to later Need to wait for dZoneManager to be initialized. * Fix bugs - Cannot delete from a RandomAccessIterator while in a range based for loop. Touchup zone manager initialize replace magic numbers with better named constants replace magic zonecontrol id with a more readable hex alternative condense stack variables move initializers closer to their use initialize entity manager with zone control change initialize timings If zone is not zero we expect to initialize the entity manager during zone manager initialization Add constexpr for zone control LOT * Add proper error handling * revert vanity changes * Update WorldServer.cpp * Update dZoneManager.cpp
137 lines
4.3 KiB
C++
137 lines
4.3 KiB
C++
#include "QbSpawner.h"
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#include "BaseCombatAIComponent.h"
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#include "EntityInfo.h"
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#include "MovementAIComponent.h"
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void QbSpawner::OnStartup(Entity* self) {
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auto mobNum = self->GetVar<int>(u"mobNum");
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auto spawnDist = self->GetVar<float>(u"spawnDist");
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auto mobTemplate = self->GetVar<LWOOBJID>(u"mobTemplate");
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auto spawnTime = self->GetVar<float>(u"spawnTime");
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if (!mobNum) self->SetVar<int>(u"mobNum", m_DefaultMobNum);
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if (!spawnDist) self->SetVar<float>(u"spawnDist", m_DefaultSpawnDist);
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if (!mobTemplate) self->SetVar<LWOOBJID>(u"mobTemplate", m_DefaultMobTemplate);
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if (!spawnTime) self->SetVar<float>(u"spawnTime", m_DefaultSpawnTime);
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// go ahead and setup the mob table here
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std::vector<LWOOBJID> mobTable;
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mobTable.assign(self->GetVar<int>(u"mobNum"), LWOOBJID_EMPTY);
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self->SetVar<std::vector<LWOOBJID>>(u"mobTable", mobTable);
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}
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void QbSpawner::OnFireEventServerSide(Entity* self, Entity* sender, std::string args, int32_t param1, int32_t param2, int32_t param3) {
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auto gateObjID = sender->GetObjectID();
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if (!gateObjID) return;
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if (args == "spawnMobs") {
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self->SetVar(u"gateObj", gateObjID);
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auto spawnTime = self->GetVar<float>(u"spawnTime");
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self->AddTimer("SpawnMobEnemies", spawnTime);
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}
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}
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void QbSpawner::OnTimerDone(Entity* self, std::string timerName) {
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if (timerName == "SpawnMobEnemies") {
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auto mobTable = self->GetVar<std::vector<LWOOBJID>>(u"mobTable");
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auto spawnDist = self->GetVar<float>(u"spawnDist");
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auto mobTemplate = self->GetVar<LWOOBJID>(u"mobTemplate");
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auto gateObjID = self->GetVar<LWOOBJID>(u"gateObj");
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if (!gateObjID) return;
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auto* gate = Game::entityManager->GetEntity(gateObjID);
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if (!gate) return;
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auto oPos = gate->GetPosition();
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auto oDir = gate->GetRotation().GetForwardVector();
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NiPoint3 newPos(
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oPos.x + (oDir.x * spawnDist),
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oPos.y,
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oPos.z + (oDir.z * spawnDist)
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);
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auto newRot = NiQuaternion::LookAt(newPos, oPos);
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for (int i = 0; i < mobTable.size(); i++) {
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int posOffset = -10;
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if (mobTable[i] == LWOOBJID_EMPTY) {
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posOffset = posOffset + 5 * i;
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auto newOffset = newPos;
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newOffset.z = newOffset.z + posOffset;
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EntityInfo info{};
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info.lot = mobTemplate;
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info.pos = newOffset;
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info.rot = newRot;
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info.spawnerID = self->GetObjectID();
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info.spawnerNodeID = 0;
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info.settings = {
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new LDFData<bool>(u"no_timed_spawn", true),
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new LDFData<float>(u"aggroRadius", 70),
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new LDFData<float>(u"softtetherRadius", 80),
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new LDFData<float>(u"tetherRadius", 90),
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new LDFData<float>(u"wanderRadius", 5),
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new LDFData<int>(u"mobTableLoc", i)
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};
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auto* child = Game::entityManager->CreateEntity(info, nullptr, self);
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Game::entityManager->ConstructEntity(child);
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OnChildLoaded(self, child);
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} else {
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auto* mob = Game::entityManager->GetEntity(mobTable[i]);
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AggroTargetObject(self, mob);
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}
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}
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}
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}
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void QbSpawner::OnChildLoaded(Entity* self, Entity* child) {
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auto mobTable = self->GetVar<std::vector<LWOOBJID>>(u"mobTable");
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auto tableLoc = child->GetVar<int>(u"mobTableLoc");
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mobTable[tableLoc] = child->GetObjectID();
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self->SetVar<std::vector<LWOOBJID>>(u"mobTable", mobTable);
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AggroTargetObject(self, child);
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const auto selfID = self->GetObjectID();
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child->AddDieCallback([this, selfID, child]() {
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auto* self = Game::entityManager->GetEntity(selfID);
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OnChildRemoved(self, child);
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}
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);
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}
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void QbSpawner::OnChildRemoved(Entity* self, Entity* child) {
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auto mobTable = self->GetVar<std::vector<LWOOBJID>>(u"mobTable");
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auto tableLoc = child->GetVar<int>(u"mobTableLoc");
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mobTable[tableLoc] = LWOOBJID_EMPTY;
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self->SetVar<std::vector<LWOOBJID>>(u"mobTable", mobTable);
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}
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void QbSpawner::AggroTargetObject(Entity* self, Entity* enemy) {
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auto* baseCombatAIComponent = enemy->GetComponent<BaseCombatAIComponent>();
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if (!baseCombatAIComponent) return;
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auto gateObjID = self->GetVar<LWOOBJID>(u"gateObj");
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if (gateObjID) {
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auto* gate = Game::entityManager->GetEntity(gateObjID);
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if (gate) {
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auto* movementAIComponent = enemy->GetComponent<MovementAIComponent>();
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if (movementAIComponent) movementAIComponent->SetDestination(gate->GetPosition());
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baseCombatAIComponent->Taunt(gateObjID, 1000);
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}
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}
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auto playerObjID = self->GetVar<LWOOBJID>(u"player");
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if (playerObjID) {
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baseCombatAIComponent->Taunt(playerObjID, 100);
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}
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}
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