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dc29f5962d
Tested that worlds still load data as expected. Had no use being a singleton anyways.
70 lines
2.3 KiB
C++
70 lines
2.3 KiB
C++
#include "QbEnemyStunner.h"
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#include "SkillComponent.h"
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#include "CDClientManager.h"
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#include "DestroyableComponent.h"
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#include "CDObjectSkillsTable.h"
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#include "CDSkillBehaviorTable.h"
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void QbEnemyStunner::OnQuickBuildComplete(Entity* self, Entity* target) {
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auto* destroyable = self->GetComponent<DestroyableComponent>();
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if (destroyable != nullptr) {
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destroyable->SetFaction(115);
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}
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auto skillComponent = self->GetComponent<SkillComponent>();
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if (!skillComponent) return;
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// Get the skill IDs of this object.
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CDObjectSkillsTable* skillsTable = CDClientManager::GetTable<CDObjectSkillsTable>();
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auto skills = skillsTable->Query([=](CDObjectSkills entry) {return (entry.objectTemplate == self->GetLOT()); });
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std::map<uint32_t, uint32_t> skillBehaviorMap;
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// For each skill, cast it with the associated behavior ID.
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for (auto skill : skills) {
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CDSkillBehaviorTable* skillBehaviorTable = CDClientManager::GetTable<CDSkillBehaviorTable>();
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CDSkillBehavior behaviorData = skillBehaviorTable->GetSkillByID(skill.skillID);
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skillBehaviorMap.insert(std::make_pair(skill.skillID, behaviorData.behaviorID));
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}
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// If there are no skills found, insert a default skill to use.
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if (skillBehaviorMap.size() == 0) {
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skillBehaviorMap.insert(std::make_pair(499U, 6095U));
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}
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// Start all skills associated with the object next tick
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self->AddTimer("TickTime", 0);
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self->AddTimer("PlayEffect", 20);
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self->SetVar<std::map<uint32_t, uint32_t>>(u"skillBehaviorMap", skillBehaviorMap);
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}
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void QbEnemyStunner::OnTimerDone(Entity* self, std::string timerName) {
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if (timerName == "DieTime") {
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self->Smash();
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self->CancelAllTimers();
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} else if (timerName == "PlayEffect") {
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self->SetNetworkVar(u"startEffect", 5.0f, UNASSIGNED_SYSTEM_ADDRESS);
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self->AddTimer("DieTime", 5.0f);
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} else if (timerName == "TickTime") {
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auto* skillComponent = self->GetComponent<SkillComponent>();
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if (skillComponent != nullptr) {
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auto skillBehaviorMap = self->GetVar<std::map<uint32_t, uint32_t>>(u"skillBehaviorMap");
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if (skillBehaviorMap.size() == 0) {
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// Should no skills have been found, default to the mermaid stunner
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skillComponent->CalculateBehavior(499U, 6095U, LWOOBJID_EMPTY);
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} else {
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for (auto pair : skillBehaviorMap) {
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skillComponent->CalculateBehavior(pair.first, pair.second, LWOOBJID_EMPTY);
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}
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}
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}
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self->AddTimer("TickTime", 1);
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}
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}
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