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https://github.com/DarkflameUniverse/DarkflameServer.git
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0545adfac3
Have fun!
147 lines
6.0 KiB
C++
147 lines
6.0 KiB
C++
#include "BaseEnemyApe.h"
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#include "BaseCombatAIComponent.h"
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#include "DestroyableComponent.h"
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#include "GameMessages.h"
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#include "EntityManager.h"
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#include "SkillComponent.h"
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void BaseEnemyApe::OnStartup(Entity *self) {
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self->SetVar<uint32_t>(u"timesStunned", 2);
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self->SetVar<bool>(u"knockedOut", false);
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auto* combatAIComponent = self->GetComponent<BaseCombatAIComponent>();
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if (combatAIComponent != nullptr) {
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combatAIComponent->SetStunImmune(true);
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}
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}
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void BaseEnemyApe::OnDie(Entity *self, Entity *killer) {
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auto* anchor = EntityManager::Instance()->GetEntity(self->GetVar<LWOOBJID>(u"QB"));
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if (anchor != nullptr && !anchor->GetIsDead()) {
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anchor->Smash(self->GetObjectID(), SILENT);
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}
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}
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void BaseEnemyApe::OnSkillCast(Entity *self, uint32_t skillID) {
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const auto groundPoundSkill = self->GetVar<uint32_t>(u"GroundPoundSkill") != 0
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? self->GetVar<uint32_t>(u"GroundPoundSkill") : 725;
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const auto spawnQuickBuildTime = self->GetVar<float_t>(u"spawnQBTime") != 0.0f
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? self->GetVar<float_t>(u"spawnQBTime") : 5.0f;
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if (skillID == groundPoundSkill && self->GetVar<LWOOBJID>(u"QB") == LWOOBJID_EMPTY) {
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self->AddTimer("spawnQBTime", spawnQuickBuildTime);
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}
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}
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void BaseEnemyApe::OnHit(Entity *self, Entity *attacker) {
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auto* destroyableComponent = self->GetComponent<DestroyableComponent>();
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if (destroyableComponent != nullptr && destroyableComponent->GetArmor() < 1 && !self->GetBoolean(u"knockedOut")) {
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StunApe(self, true);
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self->CancelTimer("spawnQBTime");
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GameMessages::SendPlayAnimation(self, u"disable", 1.7f);
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const auto reviveTime = self->GetVar<float_t>(u"reviveTime") != 0.0f
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? self->GetVar<float_t>(u"reviveTime") : 12.0f;
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self->AddTimer("reviveTime", reviveTime);
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}
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}
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void BaseEnemyApe::OnTimerDone(Entity *self, std::string timerName) {
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if (timerName == "reviveTime") {
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// Revives the ape, giving it back some armor
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const auto timesStunned = self->GetVar<uint32_t>(u"timesStunned");
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auto* destroyableComponent = self->GetComponent<DestroyableComponent>();
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if (destroyableComponent != nullptr) {
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destroyableComponent->SetArmor(destroyableComponent->GetMaxArmor() / timesStunned);
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}
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self->SetVar<uint32_t>(u"timesStunned", timesStunned + 1);
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StunApe(self, false);
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} else if (timerName == "spawnQBTime" && self->GetVar<LWOOBJID>(u"QB") == LWOOBJID_EMPTY) {
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// Spawns the QB, which can insta kill the ape
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// Quick mafs to spawn the QB in the correct spot
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const auto position = self->GetPosition();
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const auto rotation = self->GetRotation();
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const auto backwardVector = rotation.GetForwardVector() * -1;
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const auto objectPosition = NiPoint3(
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position.GetX() - (backwardVector.GetX() * 8),
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position.GetY(),
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position.GetZ() - (backwardVector.GetZ() * 8)
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);
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EntityInfo entityInfo {};
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entityInfo.pos = position;
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entityInfo.rot = rotation;
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entityInfo.pos.SetY(entityInfo.pos.GetY() + 13.0f);
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entityInfo.spawnerID = self->GetObjectID();
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entityInfo.lot = self->GetVar<LOT>(u"QuickbuildAnchorLOT") != 0
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? self->GetVar<LOT>(u"QuickbuildAnchorLOT") : 7549;
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entityInfo.settings = {
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new LDFData<std::string>(u"rebuild_activators",
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std::to_string(objectPosition.GetX()) + "\x1f" +
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std::to_string(objectPosition.GetY()) + "\x1f" +
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std::to_string(objectPosition.GetZ())
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),
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new LDFData<bool>(u"no_timed_spawn", true),
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new LDFData<LWOOBJID>(u"ape", self->GetObjectID())
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};
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auto* anchor = EntityManager::Instance()->CreateEntity(entityInfo);
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EntityManager::Instance()->ConstructEntity(anchor);
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self->SetVar<LWOOBJID>(u"QB", anchor->GetObjectID());
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} else if (timerName == "anchorDamageTimer") {
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// Attacks the ape with some god skill
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const auto* player = EntityManager::Instance()->GetEntity(self->GetVar<LWOOBJID>(u"smasher"));
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if (player == nullptr) {
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return;
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}
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auto* skillComponent = self->GetComponent<SkillComponent>();
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if (skillComponent != nullptr) {
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// We use a different behavior than the script here, the original one contains a TargetCaster behavior
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// but as of writing we can't pass an optional originated to give the loot to the player
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skillComponent->CalculateBehavior(1273, 29446, self->GetObjectID(), true, false, player->GetObjectID());
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}
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self->SetVar<LWOOBJID>(u"QB", LWOOBJID_EMPTY);
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}
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}
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void BaseEnemyApe::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 == "rebuildDone" && sender != nullptr) {
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self->SetVar<LWOOBJID>(u"smasher", sender->GetObjectID());
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const auto anchorDamageDelayTime = self->GetVar<float_t>(u"AnchorDamageDelayTime") != 0.0f
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? self->GetVar<float_t>(u"AnchorDamageDelayTime") : 0.5f;
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self->AddTimer("anchorDamageTimer", anchorDamageDelayTime);
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}
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}
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void BaseEnemyApe::StunApe(Entity *self, bool stunState) {
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auto* combatAIComponent = self->GetComponent<BaseCombatAIComponent>();
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if (combatAIComponent != nullptr) {
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combatAIComponent->SetDisabled(stunState);
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combatAIComponent->SetStunned(stunState);
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auto* skillComponent = self->GetComponent<SkillComponent>();
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if (skillComponent != nullptr) {
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skillComponent->Interrupt();
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}
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GameMessages::SendSetStunned(self->GetObjectID(), stunState ? PUSH : POP, UNASSIGNED_SYSTEM_ADDRESS, self->GetObjectID(),
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true, true, true, true, true,
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true, true, true, true);
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self->SetBoolean(u"knockedOut", stunState);
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}
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}
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