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8cdb388915
* Implement Precompiled Headers * First volume of optimizations * Scripts A-B Gonna be doing this in alphabetical order now. * C Scripts and remove unneeded includes from base cppscripts header Remove the MissionComponent and Loot includes from all base scripts and place their needed includes in the respective scripts. * D scripts * F scripts * F scripts 2 Finish up removing extraneous includes from scripts that start with the letter F * G scripts Removing extraneous includes from scripts that start with the letter G * I scripts Removing extraneous includes from scripts that start with the letter I * M-Z scripts Removing extraneous includes from scripts that start with the letter M-Z * Revert "Implement Precompiled Headers" This reverts commitd79d8d4991
. * Revert "Revert "Implement Precompiled Headers"" This reverts commit0597faf308
. * Add back in PCH Add back in PCH * Fix CMake Whitespace Remove duplicate file glob Remove newline
83 lines
3.2 KiB
C++
83 lines
3.2 KiB
C++
#include "ZoneAgSpiderQueen.h"
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#include "GameMessages.h"
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#include "EntityManager.h"
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#include "ZoneAgProperty.h"
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#include "DestroyableComponent.h"
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void ZoneAgSpiderQueen::SetGameVariables(Entity *self) {
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ZoneAgProperty::SetGameVariables(self);
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// Disable property flags
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self->SetVar<uint32_t>(defeatedProperyFlag, 0);
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self->SetVar<uint32_t>(placedModelFlag, 0);
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self->SetVar<uint32_t>(guardFirstMissionFlag, 0);
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self->SetVar<uint32_t>(guardMissionFlag, 0);
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self->SetVar<uint32_t>(brickLinkMissionIDFlag, 0);
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}
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void ZoneAgSpiderQueen::OnStartup(Entity *self) {
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LoadInstance(self);
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SpawnSpots(self);
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StartMaelstrom(self, nullptr);
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}
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void ZoneAgSpiderQueen::BasePlayerLoaded(Entity *self, Entity *player) {
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ActivityManager::UpdatePlayer(self, player->GetObjectID());
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ActivityManager::TakeActivityCost(self, player->GetObjectID());
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// Make sure the player has full stats when they join
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auto* playerDestroyableComponent = player->GetComponent<DestroyableComponent>();
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if (playerDestroyableComponent != nullptr) {
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playerDestroyableComponent->SetImagination(playerDestroyableComponent->GetMaxImagination());
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playerDestroyableComponent->SetArmor(playerDestroyableComponent->GetMaxArmor());
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playerDestroyableComponent->SetHealth(playerDestroyableComponent->GetMaxHealth());
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}
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self->SetNetworkVar(u"unclaimed", true);
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GameMessages::SendNotifyClientObject(self->GetObjectID(), u"maelstromSkyOn", 0, 0, LWOOBJID_EMPTY,
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"", player->GetSystemAddress());
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}
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void
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ZoneAgSpiderQueen::OnFireEventServerSide(Entity *self, Entity *sender, std::string args, int32_t param1, int32_t param2,
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int32_t param3) {
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if (args == "ClearProperty") {
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GameMessages::SendNotifyClientObject(self->GetObjectID(), u"PlayCinematic", 0, 0,
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LWOOBJID_EMPTY, destroyedCinematic, UNASSIGNED_SYSTEM_ADDRESS);
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self->AddTimer("tornadoOff", 0.5f);
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} else {
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ZoneAgProperty::BaseOnFireEventServerSide(self, sender, args);
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}
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}
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void ZoneAgSpiderQueen::OnPlayerExit(Entity *self, Entity *player) {
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UpdatePlayer(self, player->GetObjectID(), true);
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}
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void ZoneAgSpiderQueen::OnTimerDone(Entity *self, std::string timerName) {
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// Disable some stuff from the regular property
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if (timerName == "BoundsVisOn" || timerName == "GuardFlyAway" || timerName == "ShowVendor")
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return;
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if (timerName == "killSpider") {
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auto spawnTargets = EntityManager::Instance()->GetEntitiesInGroup(self->GetVar<std::string>(LandTargetGroup));
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for (auto* spawnTarget : spawnTargets) {
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EntityInfo info{};
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info.spawnerID = spawnTarget->GetObjectID();
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info.pos = spawnTarget->GetPosition();
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info.rot = spawnTarget->GetRotation();
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info.lot = chestObject;
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info.settings = {
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new LDFData<LWOOBJID>(u"parent_tag", self->GetObjectID())
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};
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auto* chest = EntityManager::Instance()->CreateEntity(info);
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EntityManager::Instance()->ConstructEntity(chest);
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}
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}
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ZoneAgProperty::BaseTimerDone(self, timerName);
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} |