mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-23 14:07:20 +00:00
b432a3f5da
Clean up macros more tomorrow Cleanup and optimize CDActivities table Remove unused include Further work on CDActivityRewards Update MasterServer.cpp Further animations work Activities still needs work for a better PK. fix type All of these replacements worked Create internal interface for animations Allows for user to just call GetAnimationTIme or PlayAnimation rather than passing in arbitrary true false statements
107 lines
3.1 KiB
C++
107 lines
3.1 KiB
C++
#include "AgSpaceStuff.h"
|
|
#include "EntityInfo.h"
|
|
#include "GeneralUtils.h"
|
|
#include "GameMessages.h"
|
|
#include "EntityManager.h"
|
|
#include "RenderComponent.h"
|
|
#include "Entity.h"
|
|
|
|
void AgSpaceStuff::OnStartup(Entity* self) {
|
|
self->AddTimer("FloaterScale", 5.0f);
|
|
|
|
EntityInfo info{};
|
|
|
|
info.pos = { -418, 585, -30 };
|
|
info.lot = 33;
|
|
info.spawnerID = self->GetObjectID();
|
|
|
|
auto* ref = EntityManager::Instance()->CreateEntity(info);
|
|
|
|
EntityManager::Instance()->ConstructEntity(ref);
|
|
|
|
self->SetVar(u"ShakeObject", ref->GetObjectID());
|
|
|
|
self->AddTimer("ShipShakeIdle", 2.0f);
|
|
self->SetVar(u"RandomTime", 10);
|
|
}
|
|
|
|
void AgSpaceStuff::OnTimerDone(Entity* self, std::string timerName) {
|
|
if (timerName == "FloaterScale") {
|
|
int scaleType = GeneralUtils::GenerateRandomNumber<int>(1, 5);
|
|
|
|
RenderComponent::PlayAnimation(self, u"scale_0" + GeneralUtils::to_u16string(scaleType));
|
|
self->AddTimer("FloaterPath", 0.4);
|
|
} else if (timerName == "FloaterPath") {
|
|
int pathType = GeneralUtils::GenerateRandomNumber<int>(1, 4);
|
|
int randTime = GeneralUtils::GenerateRandomNumber<int>(20, 25);
|
|
|
|
RenderComponent::PlayAnimation(self, u"path_0" + (GeneralUtils::to_u16string(pathType)));
|
|
self->AddTimer("FloaterScale", randTime);
|
|
} else if (timerName == "ShipShakeExplode") {
|
|
DoShake(self, true);
|
|
} else if (timerName == "ShipShakeIdle") {
|
|
DoShake(self, false);
|
|
}
|
|
}
|
|
|
|
void AgSpaceStuff::DoShake(Entity* self, bool explodeIdle) {
|
|
|
|
if (!explodeIdle) {
|
|
auto* ref = EntityManager::Instance()->GetEntity(self->GetVar<LWOOBJID>(u"ShakeObject"));
|
|
|
|
const auto randomTime = self->GetVar<int>(u"RandomTime");
|
|
auto time = GeneralUtils::GenerateRandomNumber<int>(0, randomTime + 1);
|
|
|
|
if (time < randomTime / 2) {
|
|
time += randomTime / 2;
|
|
}
|
|
|
|
self->AddTimer("ShipShakeIdle", static_cast<float>(time));
|
|
|
|
if (ref)
|
|
GameMessages::SendPlayEmbeddedEffectOnAllClientsNearObject(ref, FXName, ref->GetObjectID(), 500.0f);
|
|
|
|
auto* debrisObject = GetEntityInGroup(DebrisFX);
|
|
|
|
if (debrisObject)
|
|
GameMessages::SendPlayFXEffect(debrisObject, -1, u"DebrisFall", "Debris", LWOOBJID_EMPTY, 1.0f, 1.0f, true);
|
|
|
|
const auto randomFx = GeneralUtils::GenerateRandomNumber<int>(0, 3);
|
|
|
|
auto* shipFxObject = GetEntityInGroup(ShipFX);
|
|
if (shipFxObject) {
|
|
std::string effectType = "shipboom" + std::to_string(randomFx);
|
|
GameMessages::SendPlayFXEffect(shipFxObject, 559, GeneralUtils::ASCIIToUTF16(effectType), "FX", LWOOBJID_EMPTY, 1.0f, 1.0f, true);
|
|
}
|
|
|
|
self->AddTimer("ShipShakeExplode", 5.0f);
|
|
|
|
auto* shipFxObject2 = GetEntityInGroup(ShipFX2);
|
|
if (shipFxObject2)
|
|
RenderComponent::PlayAnimation(shipFxObject2, u"explosion");
|
|
} else {
|
|
auto* shipFxObject = GetEntityInGroup(ShipFX);
|
|
auto* shipFxObject2 = GetEntityInGroup(ShipFX2);
|
|
|
|
if (shipFxObject)
|
|
RenderComponent::PlayAnimation(shipFxObject, u"idle");
|
|
|
|
if (shipFxObject2)
|
|
RenderComponent::PlayAnimation(shipFxObject2, u"idle");
|
|
}
|
|
}
|
|
|
|
Entity* AgSpaceStuff::GetEntityInGroup(const std::string& group) {
|
|
auto entities = EntityManager::Instance()->GetEntitiesInGroup(group);
|
|
Entity* en = nullptr;
|
|
|
|
for (auto entity : entities) {
|
|
if (entity) {
|
|
en = entity;
|
|
break;
|
|
}
|
|
}
|
|
|
|
return en;
|
|
}
|