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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
114 lines
4.0 KiB
C++
114 lines
4.0 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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//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>(MissionTaskType::MISSION_TASK_TYPE_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>(MissionTaskType::MISSION_TASK_TYPE_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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{
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/*
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if msg.objId:BelongsToFaction{factionID = 1}.bIsInFaction then
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if (msg.status == "ENTER") then
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self:PlayAnimation{ animationID = "bounce" }
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self:PlayFXEffect{ name = "bouncin", effectType = "anim" }
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self:SetVar("playersNearChest", (self:GetVar("playersNearChest") + 1 ))
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elseif (msg.status == "LEAVE") then
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self:SetVar("playersNearChest", (self:GetVar("playersNearChest") - 1 ))
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if self:GetVar("playersNearChest") < 1 then
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self:PlayAnimation{ animationID = "idle" }
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self:StopFXEffect{ name = "bouncin" }
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self:SetVar("playersNearChest", 0)
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end
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end
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end
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*/
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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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{
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GameMessages::SendPlayAnimation(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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}
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else if (status == "LEAVE")
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{
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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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{
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GameMessages::SendPlayAnimation(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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} |