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https://github.com/DarkflameUniverse/DarkflameServer.git
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fc75d6048f
* moving branch * Add deleteinven slash command * Change name of BRICKS_IN_BBB * Use string_view instead of strcmp * Clean up include tree * Remove unneeded headers from PCH files Removes unneeded headers from pre-compiled headers. This increases compile time, however reduces development time for most files. * Update Entity.h * Update EntityManager.h * Update GameMessages.cpp * There it compiles now Co-authored-by: Aaron Kimbrell <aronwk.aaron@gmail.com>
77 lines
2.0 KiB
C++
77 lines
2.0 KiB
C++
#include "EnemySkeletonSpawner.h"
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#include "SkillComponent.h"
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#include "RenderComponent.h"
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#include "EntityManager.h"
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#include "EntityInfo.h"
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void EnemySkeletonSpawner::OnStartup(Entity* self) {
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self->SetProximityRadius(15, "ronin");
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auto* skillComponent = self->GetComponent<SkillComponent>();
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if (skillComponent != nullptr) {
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skillComponent->CalculateBehavior(1127, 24812, LWOOBJID_EMPTY, true);
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}
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}
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void EnemySkeletonSpawner::OnTimerDone(Entity* self, std::string timerName) {
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if (timerName == "hatchTime") {
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auto* renderComponent = self->GetComponent<RenderComponent>();
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if (renderComponent != nullptr) {
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renderComponent->PlayEffect(644, u"create", "BurstFX1");
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}
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EntityInfo info{};
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info.lot = 14024;
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info.pos = self->GetPosition();
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info.rot = self->GetRotation();
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info.spawnerID = self->GetObjectID();
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auto* spawnedEntity = EntityManager::Instance()->CreateEntity(info);
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if (spawnedEntity == nullptr) {
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return;
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}
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EntityManager::Instance()->ConstructEntity(spawnedEntity);
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spawnedEntity->AddCallbackTimer(60, [spawnedEntity]() {
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spawnedEntity->Smash(spawnedEntity->GetObjectID());
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});
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self->Smash(self->GetObjectID());
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}
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}
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void EnemySkeletonSpawner::OnProximityUpdate(Entity* self, Entity* entering, std::string name, std::string status) {
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if (entering->IsPlayer() && name == "ronin" && status == "ENTER" && !self->GetVar<bool>(u"hatching")) {
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StartHatching(self);
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auto* skillComponent = self->GetComponent<SkillComponent>();
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if (skillComponent != nullptr) {
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skillComponent->CalculateBehavior(305, 3568, LWOOBJID_EMPTY);
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}
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}
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}
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void EnemySkeletonSpawner::OnHit(Entity* self, Entity* attacker) {
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if (!self->GetVar<bool>(u"hatching")) {
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StartHatching(self);
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}
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}
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void EnemySkeletonSpawner::StartHatching(Entity* self) {
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self->SetVar(u"hatching", true);
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auto* renderComponent = self->GetComponent<RenderComponent>();
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if (renderComponent != nullptr) {
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renderComponent->PlayEffect(9017, u"cast", "WakeUpFX1");
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renderComponent->PlayEffect(9018, u"burst", "WakeUpFX1");
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}
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self->AddTimer("hatchTime", 2);
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}
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