mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-12 19:28:21 +00:00
455f9470a5
* Move EntityManager to Game namespace * move initialization to later Need to wait for dZoneManager to be initialized. * Fix bugs - Cannot delete from a RandomAccessIterator while in a range based for loop. Touchup zone manager initialize replace magic numbers with better named constants replace magic zonecontrol id with a more readable hex alternative condense stack variables move initializers closer to their use initialize entity manager with zone control change initialize timings If zone is not zero we expect to initialize the entity manager during zone manager initialization Add constexpr for zone control LOT * Add proper error handling * revert vanity changes * Update WorldServer.cpp * Update dZoneManager.cpp
204 lines
5.6 KiB
C++
204 lines
5.6 KiB
C++
#include "AmShieldGeneratorQuickbuild.h"
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#include "EntityManager.h"
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#include "DestroyableComponent.h"
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#include "GameMessages.h"
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#include "MovementAIComponent.h"
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#include "BaseCombatAIComponent.h"
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#include "SkillComponent.h"
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#include "EntityInfo.h"
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#include "RebuildComponent.h"
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#include "MissionComponent.h"
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void AmShieldGeneratorQuickbuild::OnStartup(Entity* self) {
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self->SetProximityRadius(20, "shield");
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self->SetProximityRadius(21, "buffer");
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}
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void AmShieldGeneratorQuickbuild::OnProximityUpdate(Entity* self, Entity* entering, std::string name, std::string status) {
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auto* destroyableComponent = entering->GetComponent<DestroyableComponent>();
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if (name == "shield") {
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if (!destroyableComponent->HasFaction(4) || entering->IsPlayer()) {
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return;
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}
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auto enemiesInProximity = self->GetVar<std::vector<LWOOBJID>>(u"Enemies");
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if (status == "ENTER") {
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EnemyEnteredShield(self, entering);
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const auto& iter = std::find(enemiesInProximity.begin(), enemiesInProximity.end(), entering->GetObjectID());
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if (iter == enemiesInProximity.end()) {
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enemiesInProximity.push_back(entering->GetObjectID());
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}
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} else if (status == "LEAVE") {
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const auto& iter = std::find(enemiesInProximity.begin(), enemiesInProximity.end(), entering->GetObjectID());
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if (iter != enemiesInProximity.end()) {
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enemiesInProximity.erase(iter);
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}
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}
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self->SetVar<std::vector<LWOOBJID>>(u"Enemies", enemiesInProximity);
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}
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if (name != "buffer" || !entering->IsPlayer()) {
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return;
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}
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auto entitiesInProximity = self->GetVar<std::vector<LWOOBJID>>(u"Players");
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if (status == "ENTER") {
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const auto& iter = std::find(entitiesInProximity.begin(), entitiesInProximity.end(), entering->GetObjectID());
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if (iter == entitiesInProximity.end()) {
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entitiesInProximity.push_back(entering->GetObjectID());
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}
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} else if (status == "LEAVE") {
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const auto& iter = std::find(entitiesInProximity.begin(), entitiesInProximity.end(), entering->GetObjectID());
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if (iter != entitiesInProximity.end()) {
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entitiesInProximity.erase(iter);
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}
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}
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self->SetVar<std::vector<LWOOBJID>>(u"Players", entitiesInProximity);
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}
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void AmShieldGeneratorQuickbuild::OnDie(Entity* self, Entity* killer) {
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self->CancelAllTimers();
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auto* child = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(u"Child"));
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if (child != nullptr) {
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child->Kill();
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}
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}
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void AmShieldGeneratorQuickbuild::OnTimerDone(Entity* self, std::string timerName) {
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if (timerName == "BuffPlayers") {
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BuffPlayers(self);
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self->AddTimer("BuffPlayers", 3.0f);
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} else if (timerName == "PlayFX") {
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GameMessages::SendPlayFXEffect(self->GetObjectID(), 5351, u"generatorOn", "generatorOn");
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self->AddTimer("PlayFX", 1.5f);
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} else if (timerName == "RefreshEnemies") {
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auto enemiesInProximity = self->GetVar<std::vector<LWOOBJID>>(u"Enemies");
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for (const auto enemyID : enemiesInProximity) {
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auto* enemy = Game::entityManager->GetEntity(enemyID);
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if (enemy != nullptr) {
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EnemyEnteredShield(self, enemy);
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}
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}
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self->AddTimer("RefreshEnemies", 1.5f);
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}
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}
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void AmShieldGeneratorQuickbuild::OnRebuildComplete(Entity* self, Entity* target) {
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StartShield(self);
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auto enemiesInProximity = self->GetVar<std::vector<LWOOBJID>>(u"Enemies");
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for (const auto enemyID : enemiesInProximity) {
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auto* enemy = Game::entityManager->GetEntity(enemyID);
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if (enemy != nullptr) {
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enemy->Smash();
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}
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}
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auto entitiesInProximity = self->GetVar<std::vector<LWOOBJID>>(u"Players");
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for (const auto playerID : entitiesInProximity) {
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auto* player = Game::entityManager->GetEntity(playerID);
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if (player == nullptr) {
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continue;
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}
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auto* missionComponent = player->GetComponent<MissionComponent>();
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if (missionComponent == nullptr) {
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return;
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}
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missionComponent->ForceProgressTaskType(987, 1, 1, false);
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}
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}
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void AmShieldGeneratorQuickbuild::StartShield(Entity* self) {
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self->AddTimer("PlayFX", 1.5f);
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self->AddTimer("BuffPlayers", 3.0f);
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self->AddTimer("RefreshEnemies", 1.5f);
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const auto myPos = self->GetPosition();
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const auto myRot = self->GetRotation();
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EntityInfo info{};
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info.lot = 13111;
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info.pos = myPos;
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info.rot = myRot;
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info.spawnerID = self->GetObjectID();
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auto* child = Game::entityManager->CreateEntity(info);
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self->SetVar(u"Child", child->GetObjectID());
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BuffPlayers(self);
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}
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void AmShieldGeneratorQuickbuild::BuffPlayers(Entity* self) {
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auto* skillComponent = self->GetComponent<SkillComponent>();
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if (skillComponent == nullptr) {
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return;
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}
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auto entitiesInProximity = self->GetVar<std::vector<LWOOBJID>>(u"Players");
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for (const auto playerID : entitiesInProximity) {
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auto* player = Game::entityManager->GetEntity(playerID);
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if (player == nullptr) {
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return;
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}
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skillComponent->CalculateBehavior(1200, 27024, playerID, true);
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}
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}
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void AmShieldGeneratorQuickbuild::EnemyEnteredShield(Entity* self, Entity* intruder) {
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auto* rebuildComponent = self->GetComponent<RebuildComponent>();
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if (rebuildComponent == nullptr || rebuildComponent->GetState() != eRebuildState::COMPLETED) {
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return;
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}
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auto* baseCombatAIComponent = intruder->GetComponent<BaseCombatAIComponent>();
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auto* movementAIComponent = intruder->GetComponent<MovementAIComponent>();
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if (baseCombatAIComponent == nullptr || movementAIComponent == nullptr) {
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return;
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}
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auto dir = intruder->GetRotation().GetForwardVector() * -1;
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dir.y += 15;
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dir.x *= 50;
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dir.z *= 50;
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// TODO: Figure out how todo knockback, I'll stun them for now
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if (NiPoint3::DistanceSquared(self->GetPosition(), movementAIComponent->GetCurrentPosition()) < 20 * 20) {
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baseCombatAIComponent->Stun(2.0f);
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movementAIComponent->SetDestination(baseCombatAIComponent->GetStartPosition());
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}
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baseCombatAIComponent->ClearThreat();
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}
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