Files
DarkflameServer/dScripts/02_server/Map/General/ExplodingAsset.cpp
2025-10-01 20:48:08 -05:00

108 lines
3.9 KiB
C++

#include "ExplodingAsset.h"
#include "DestroyableComponent.h"
#include "GameMessages.h"
#include "MissionComponent.h"
#include "SkillComponent.h"
#include "eMissionTaskType.h"
#include "CDClientManager.h"
#include "CDObjectSkillsTable.h"
#include "RenderComponent.h"
#include "TeamManager.h"
#include "ProximityMonitorComponent.h"
//TODO: this has to be updated so that you only get killed if you're in a certain radius.
//And so that all entities in a certain radius are killed, not just the attacker.
void ExplodingAsset::OnStartup(Entity* self) {
self->SetProximityRadius(20.0f, "outRadius");
self->SetVar<int32_t>(u"playersNearChest", 0);
self->SetProximityRadius(10.0f, "crateHitters");
}
void ExplodingAsset::ProgressPlayerMissions(Entity& self, Entity& player) {
const auto missionID = self.GetVar<int32_t>(u"missionID");
auto achievementIDs = self.GetVarAsString(u"achieveID");
auto* const missionComponent = player.GetComponent<MissionComponent>();
if (missionComponent) {
if (missionID != 0) {
missionComponent->ForceProgressValue(missionID,
static_cast<uint32_t>(eMissionTaskType::SCRIPT),
self.GetLOT(), false);
}
if (!achievementIDs.empty()) {
for (const auto& achievementID : GeneralUtils::SplitString(achievementIDs, u'_')) {
const auto achievementIDInt = GeneralUtils::TryParse<int32_t>(achievementID);
if (!achievementIDInt) continue;
missionComponent->ForceProgressValue(achievementIDInt.value(),
static_cast<uint32_t>(eMissionTaskType::SCRIPT),
self.GetLOT());
}
}
}
}
void ExplodingAsset::OnHit(Entity* self, Entity* attacker) {
const auto* const proximityComponent = self->GetComponent<ProximityMonitorComponent>();
if (!proximityComponent) return;
if (!self->GetBoolean(u"bIsHit")) {
for (const auto objID : proximityComponent->GetProximityObjects("crateHitters")) {
auto* const entity = Game::entityManager->GetEntity(objID);
if (!entity) continue;
auto* const destroyable = entity->GetComponent<DestroyableComponent>();
if (destroyable) destroyable->Smash(attacker->GetObjectID());
}
}
attacker = attacker->GetOwner();
self->SetBoolean(u"bIsHit", true);
self->SetOwnerOverride(attacker->GetObjectID());
GameMessages::SendPlayEmbeddedEffectOnAllClientsNearObject(self, u"camshake", self->GetObjectID(), 16);
self->Smash(attacker->GetObjectID());
auto* skillComponent = self->GetComponent<SkillComponent>();
if (skillComponent != nullptr) {
// Technically supposed to get first skill in the skill component but only 1 object in the live game used this.
skillComponent->CalculateBehavior(147, 4721, LWOOBJID_EMPTY, true);
}
const auto* const team = TeamManager::Instance()->GetTeam(attacker->GetObjectID());
// Progress all scripted missions related to this asset
if (team) {
for (const auto& member : team->members) {
auto* const memberEntity = Game::entityManager->GetEntity(member);
if (memberEntity) {
ProgressPlayerMissions(*self, *memberEntity);
}
}
} else {
ProgressPlayerMissions(*self, *attacker);
}
}
void ExplodingAsset::OnProximityUpdate(Entity* self, Entity* entering, std::string name, std::string status) {
auto* destuctableComponent = entering->GetComponent<DestroyableComponent>();
if (destuctableComponent == nullptr) return;
const auto& factions = destuctableComponent->GetFactionIDs();
if (!std::count(factions.begin(), factions.end(), 1)) return;
if (status == "ENTER") {
RenderComponent::PlayAnimation(self, u"bounce");
GameMessages::SendPlayFXEffect(self, -1, u"anim", "bouncin", LWOOBJID_EMPTY, 1, 1, true);
self->SetVar(u"playersNearChest", self->GetVar<int32_t>(u"playersNearChest") + 1);
} else if (status == "LEAVE") {
self->SetVar(u"playersNearChest", self->GetVar<int32_t>(u"playersNearChest") - 1);
if (self->GetVar<int32_t>(u"playersNearChest") < 1) {
RenderComponent::PlayAnimation(self, u"idle");
GameMessages::SendStopFXEffect(self, true, "bouncin");
self->SetVar<int32_t>(u"playersNearChest", 0);
}
}
}