DarkflameServer/dScripts/02_server/Map/AM/AmShieldGeneratorQuickbuild.cpp
David Markowitz fc75d6048f
dGame Precompiled header improvements (#876)
* moving branch

* Add deleteinven slash command

* Change name of BRICKS_IN_BBB

* Use string_view instead of strcmp

* Clean up include tree

* Remove unneeded headers from PCH files

Removes unneeded headers from pre-compiled headers.  This increases compile time, however reduces development time for most files.

* Update Entity.h

* Update EntityManager.h

* Update GameMessages.cpp

* There it compiles now

Co-authored-by: Aaron Kimbrell <aronwk.aaron@gmail.com>
2023-01-06 23:17:05 -06:00

204 lines
5.7 KiB
C++

#include "AmShieldGeneratorQuickbuild.h"
#include "EntityManager.h"
#include "DestroyableComponent.h"
#include "GameMessages.h"
#include "MovementAIComponent.h"
#include "BaseCombatAIComponent.h"
#include "SkillComponent.h"
#include "EntityInfo.h"
#include "RebuildComponent.h"
#include "MissionComponent.h"
void AmShieldGeneratorQuickbuild::OnStartup(Entity* self) {
self->SetProximityRadius(20, "shield");
self->SetProximityRadius(21, "buffer");
}
void AmShieldGeneratorQuickbuild::OnProximityUpdate(Entity* self, Entity* entering, std::string name, std::string status) {
auto* destroyableComponent = entering->GetComponent<DestroyableComponent>();
if (name == "shield") {
if (!destroyableComponent->HasFaction(4) || entering->IsPlayer()) {
return;
}
auto enemiesInProximity = self->GetVar<std::vector<LWOOBJID>>(u"Enemies");
if (status == "ENTER") {
EnemyEnteredShield(self, entering);
const auto& iter = std::find(enemiesInProximity.begin(), enemiesInProximity.end(), entering->GetObjectID());
if (iter == enemiesInProximity.end()) {
enemiesInProximity.push_back(entering->GetObjectID());
}
} else if (status == "LEAVE") {
const auto& iter = std::find(enemiesInProximity.begin(), enemiesInProximity.end(), entering->GetObjectID());
if (iter != enemiesInProximity.end()) {
enemiesInProximity.erase(iter);
}
}
self->SetVar<std::vector<LWOOBJID>>(u"Enemies", enemiesInProximity);
}
if (name != "buffer" || !entering->IsPlayer()) {
return;
}
auto entitiesInProximity = self->GetVar<std::vector<LWOOBJID>>(u"Players");
if (status == "ENTER") {
const auto& iter = std::find(entitiesInProximity.begin(), entitiesInProximity.end(), entering->GetObjectID());
if (iter == entitiesInProximity.end()) {
entitiesInProximity.push_back(entering->GetObjectID());
}
} else if (status == "LEAVE") {
const auto& iter = std::find(entitiesInProximity.begin(), entitiesInProximity.end(), entering->GetObjectID());
if (iter != entitiesInProximity.end()) {
entitiesInProximity.erase(iter);
}
}
self->SetVar<std::vector<LWOOBJID>>(u"Players", entitiesInProximity);
}
void AmShieldGeneratorQuickbuild::OnDie(Entity* self, Entity* killer) {
self->CancelAllTimers();
auto* child = EntityManager::Instance()->GetEntity(self->GetVar<LWOOBJID>(u"Child"));
if (child != nullptr) {
child->Kill();
}
}
void AmShieldGeneratorQuickbuild::OnTimerDone(Entity* self, std::string timerName) {
if (timerName == "BuffPlayers") {
BuffPlayers(self);
self->AddTimer("BuffPlayers", 3.0f);
} else if (timerName == "PlayFX") {
GameMessages::SendPlayFXEffect(self->GetObjectID(), 5351, u"generatorOn", "generatorOn");
self->AddTimer("PlayFX", 1.5f);
} else if (timerName == "RefreshEnemies") {
auto enemiesInProximity = self->GetVar<std::vector<LWOOBJID>>(u"Enemies");
for (const auto enemyID : enemiesInProximity) {
auto* enemy = EntityManager::Instance()->GetEntity(enemyID);
if (enemy != nullptr) {
EnemyEnteredShield(self, enemy);
}
}
self->AddTimer("RefreshEnemies", 1.5f);
}
}
void AmShieldGeneratorQuickbuild::OnRebuildComplete(Entity* self, Entity* target) {
StartShield(self);
auto enemiesInProximity = self->GetVar<std::vector<LWOOBJID>>(u"Enemies");
for (const auto enemyID : enemiesInProximity) {
auto* enemy = EntityManager::Instance()->GetEntity(enemyID);
if (enemy != nullptr) {
enemy->Smash();
}
}
auto entitiesInProximity = self->GetVar<std::vector<LWOOBJID>>(u"Players");
for (const auto playerID : entitiesInProximity) {
auto* player = EntityManager::Instance()->GetEntity(playerID);
if (player == nullptr) {
continue;
}
auto* missionComponent = player->GetComponent<MissionComponent>();
if (missionComponent == nullptr) {
return;
}
missionComponent->ForceProgressTaskType(987, 1, 1, false);
}
}
void AmShieldGeneratorQuickbuild::StartShield(Entity* self) {
self->AddTimer("PlayFX", 1.5f);
self->AddTimer("BuffPlayers", 3.0f);
self->AddTimer("RefreshEnemies", 1.5f);
const auto myPos = self->GetPosition();
const auto myRot = self->GetRotation();
EntityInfo info{};
info.lot = 13111;
info.pos = myPos;
info.rot = myRot;
info.spawnerID = self->GetObjectID();
auto* child = EntityManager::Instance()->CreateEntity(info);
self->SetVar(u"Child", child->GetObjectID());
BuffPlayers(self);
}
void AmShieldGeneratorQuickbuild::BuffPlayers(Entity* self) {
auto* skillComponent = self->GetComponent<SkillComponent>();
if (skillComponent == nullptr) {
return;
}
auto entitiesInProximity = self->GetVar<std::vector<LWOOBJID>>(u"Players");
for (const auto playerID : entitiesInProximity) {
auto* player = EntityManager::Instance()->GetEntity(playerID);
if (player == nullptr) {
return;
}
skillComponent->CalculateBehavior(1200, 27024, playerID, true);
}
}
void AmShieldGeneratorQuickbuild::EnemyEnteredShield(Entity* self, Entity* intruder) {
auto* rebuildComponent = self->GetComponent<RebuildComponent>();
if (rebuildComponent == nullptr || rebuildComponent->GetState() != REBUILD_COMPLETED) {
return;
}
auto* baseCombatAIComponent = intruder->GetComponent<BaseCombatAIComponent>();
auto* movementAIComponent = intruder->GetComponent<MovementAIComponent>();
if (baseCombatAIComponent == nullptr || movementAIComponent == nullptr) {
return;
}
auto dir = intruder->GetRotation().GetForwardVector() * -1;
dir.y += 15;
dir.x *= 50;
dir.z *= 50;
// TODO: Figure out how todo knockback, I'll stun them for now
if (NiPoint3::DistanceSquared(self->GetPosition(), movementAIComponent->GetCurrentPosition()) < 20 * 20) {
baseCombatAIComponent->Stun(2.0f);
movementAIComponent->SetDestination(baseCombatAIComponent->GetStartPosition());
}
baseCombatAIComponent->ClearThreat();
}