DarkflameServer/dScripts/AmSkullkinTower.cpp
David Markowitz 8cdb388915
Optimize scripts for faster compilation (#597)
* 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 commit d79d8d4991.

* Revert "Revert "Implement Precompiled Headers""

This reverts commit 0597faf308.

* Add back in PCH

Add back in PCH

* Fix CMake

Whitespace

Remove duplicate file glob

Remove newline
2022-07-04 23:00:10 -07:00

283 lines
7.1 KiB
C++

#include "AmSkullkinTower.h"
#include "EntityManager.h"
#include "DestroyableComponent.h"
#include "MovingPlatformComponent.h"
#include "GameMessages.h"
#include "MissionComponent.h"
void AmSkullkinTower::OnStartup(Entity* self)
{
self->SetProximityRadius(20, "Tower");
// onPhysicsComponentReady
auto* movingPlatformComponent = self->GetComponent<MovingPlatformComponent>();
if (movingPlatformComponent != nullptr)
{
movingPlatformComponent->StopPathing();
}
SpawnLegs(self, "Left");
SpawnLegs(self, "Right");
SpawnLegs(self, "Rear");
}
void AmSkullkinTower::SpawnLegs(Entity* self, const std::string& loc)
{
auto pos = self->GetPosition();
auto rot = self->GetRotation();
pos.y += self->GetVarAs<float>(u"vert_offset");
auto newRot = rot;
auto offset = self->GetVarAs<float>(u"hort_offset");
auto legLOT = self->GetVar<LOT>(u"legLOT");
if (legLOT == 0)
{
return;
}
std::vector<LDFBaseData*> config = { new LDFData<std::string>(u"Leg", loc) };
EntityInfo info {};
info.lot = legLOT;
info.spawnerID = self->GetObjectID();
info.settings = config;
info.rot = newRot;
if (loc == "Right")
{
const auto dir = rot.GetForwardVector();
pos.x += dir.x * offset;
pos.z += dir.z * offset;
info.pos = pos;
}
else if (loc == "Rear")
{
const auto dir = rot.GetRightVector();
pos.x += dir.x * offset;
pos.z += dir.z * offset;
info.pos = pos;
}
else if (loc == "Left")
{
const auto dir = rot.GetForwardVector() * -1;
pos.x += dir.x * offset;
pos.z += dir.z * offset;
info.pos = pos;
}
info.rot = NiQuaternion::LookAt(info.pos, self->GetPosition());
auto* entity = EntityManager::Instance()->CreateEntity(info);
EntityManager::Instance()->ConstructEntity(entity);
OnChildLoaded(self, entity);
}
void AmSkullkinTower::OnChildLoaded(Entity* self, Entity* child)
{
auto legTable = self->GetVar<std::vector<LWOOBJID>>(u"legTable");
legTable.push_back(child->GetObjectID());
self->SetVar(u"legTable", legTable);
const auto selfID = self->GetObjectID();
child->AddDieCallback([this, selfID, child] () {
auto* self = EntityManager::Instance()->GetEntity(selfID);
auto* destroyableComponent = child->GetComponent<DestroyableComponent>();
if (destroyableComponent == nullptr || self == nullptr)
{
return;
}
NotifyDie(self, child, destroyableComponent->GetKiller());
});
}
void AmSkullkinTower::NotifyDie(Entity* self, Entity* other, Entity* killer)
{
auto players = self->GetVar<std::vector<LWOOBJID>>(u"Players");
const auto& iter = std::find(players.begin(), players.end(), killer->GetObjectID());
if (iter == players.end())
{
players.push_back(killer->GetObjectID());
}
self->SetVar(u"Players", players);
OnChildRemoved(self, other);
}
void AmSkullkinTower::OnChildRemoved(Entity* self, Entity* child)
{
auto legTable = self->GetVar<std::vector<LWOOBJID>>(u"legTable");
const auto& iter = std::find(legTable.begin(), legTable.end(), child->GetObjectID());
if (iter != legTable.end())
{
legTable.erase(iter);
}
self->SetVar(u"legTable", legTable);
if (legTable.size() == 2)
{
GameMessages::SendPlayAnimation(self, u"wobble-1");
}
else if (legTable.size() == 1)
{
GameMessages::SendPlayAnimation(self, u"wobble-2");
}
else if (legTable.empty())
{
const auto animTime = 2.5f;
GameMessages::SendPlayAnimation(self, u"fall");
self->AddTimer("spawnGuys", animTime - 0.2f);
self->CancelTimer("RespawnLeg");
self->CancelTimer("RespawnLeg");
self->CancelTimer("RespawnLeg");
std::vector<int32_t> missionIDs;
auto missionsString = self->GetVar<std::u16string>(u"missions");
if (!missionsString.empty())
{
// Split the missions string by '_'
const auto missions = GeneralUtils::SplitString(
GeneralUtils::UTF16ToWTF8(missionsString),
'_'
);
for (const auto& mission : missions)
{
int32_t missionID = 0;
if (!GeneralUtils::TryParse(mission, missionID))
{
continue;
}
missionIDs.push_back(missionID);
}
}
const auto& players = self->GetVar<std::vector<LWOOBJID>>(u"Players");
for (const auto& playerID : players)
{
auto* player = EntityManager::Instance()->GetEntity(playerID);
if (player == nullptr)
{
continue;
}
auto* missionComponent = player->GetComponent<MissionComponent>();
if (missionComponent == nullptr)
{
continue;
}
for (const auto missionID : missionIDs)
{
missionComponent->ForceProgressValue(missionID, 1, self->GetLOT());
}
//missionComponent->ForceProgressValue(1305, 1, self->GetLOT());
}
}
auto deadLegs = self->GetVar<std::vector<std::string>>(u"DeadLegs");
const auto& leg = child->GetVar<std::string>(u"Leg");
const auto& legIter = std::find(deadLegs.begin(), deadLegs.end(), leg);
if (legIter == deadLegs.end())
{
deadLegs.push_back(leg);
}
self->SetVar(u"DeadLegs", deadLegs);
self->AddTimer("RespawnLeg", 20);
}
void AmSkullkinTower::OnProximityUpdate(Entity* self, Entity* entering, std::string name, std::string status)
{
if (status != "LEAVE")
{
return;
}
auto players = self->GetVar<std::vector<LWOOBJID>>(u"Players");
const auto& iter = std::find(players.begin(), players.end(), entering->GetObjectID());
if (iter != players.end())
{
players.erase(iter);
}
self->SetVar(u"Players", players);
}
void AmSkullkinTower::OnTimerDone(Entity* self, std::string timerName)
{
if (timerName == "RespawnLeg")
{
auto deadLegs = self->GetVar<std::vector<std::string>>(u"DeadLegs");
if (deadLegs.empty())
{
return;
}
SpawnLegs(self, deadLegs[0]);
deadLegs.erase(deadLegs.begin());
self->SetVar<std::vector<std::string>>(u"DeadLegs", deadLegs);
}
else if (timerName == "spawnGuys")
{
EntityInfo info {};
info.lot = self->GetVar<LOT>(u"enemyToSpawn");
auto pos = self->GetPosition();
pos.y += 7;
info.pos = pos;
info.rot = self->GetRotation();
info.spawnerID = self->GetObjectID();
for (size_t i = 0; i < 2; i++)
{
info.pos.x += i * 2; // Just to set the apart a bit
auto* entity = EntityManager::Instance()->CreateEntity(info);
EntityManager::Instance()->ConstructEntity(entity);
}
self->AddTimer("killTower", 0.7f);
}
else if (timerName == "killTower")
{
self->Smash(self->GetObjectID());
}
}