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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
243 lines
6.5 KiB
C++
243 lines
6.5 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 "RebuildComponent.h"
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#include "MissionComponent.h"
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void AmShieldGeneratorQuickbuild::OnStartup(Entity* self)
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{
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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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{
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auto* destroyableComponent = entering->GetComponent<DestroyableComponent>();
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if (name == "shield")
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{
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if (!destroyableComponent->HasFaction(4) || entering->IsPlayer())
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{
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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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{
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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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{
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enemiesInProximity.push_back(entering->GetObjectID());
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}
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}
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else if (status == "LEAVE")
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{
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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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{
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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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{
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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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{
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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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{
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entitiesInProximity.push_back(entering->GetObjectID());
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}
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}
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else if (status == "LEAVE")
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{
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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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{
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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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{
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self->CancelAllTimers();
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auto* child = EntityManager::Instance()->GetEntity(self->GetVar<LWOOBJID>(u"Child"));
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if (child != nullptr)
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{
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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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{
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if (timerName == "BuffPlayers")
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{
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BuffPlayers(self);
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self->AddTimer("BuffPlayers", 3.0f);
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}
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else if (timerName == "PlayFX")
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{
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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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}
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else if (timerName == "RefreshEnemies")
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{
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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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{
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auto* enemy = EntityManager::Instance()->GetEntity(enemyID);
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if (enemy != nullptr)
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{
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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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{
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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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{
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auto* enemy = EntityManager::Instance()->GetEntity(enemyID);
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if (enemy != nullptr)
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{
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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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{
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auto* player = EntityManager::Instance()->GetEntity(playerID);
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if (player == nullptr)
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{
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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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{
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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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{
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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 = EntityManager::Instance()->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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{
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auto* skillComponent = self->GetComponent<SkillComponent>();
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if (skillComponent == nullptr)
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{
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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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{
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auto* player = EntityManager::Instance()->GetEntity(playerID);
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if (player == nullptr)
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{
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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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{
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auto* rebuildComponent = self->GetComponent<RebuildComponent>();
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if (rebuildComponent == nullptr || rebuildComponent->GetState() != REBUILD_COMPLETED)
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{
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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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{
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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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{
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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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