mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-10 02:08:20 +00:00
fc75d6048f
* 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>
105 lines
3.1 KiB
C++
105 lines
3.1 KiB
C++
#include "AgSpaceStuff.h"
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#include "EntityInfo.h"
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#include "GeneralUtils.h"
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#include "GameMessages.h"
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#include "EntityManager.h"
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void AgSpaceStuff::OnStartup(Entity* self) {
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self->AddTimer("FloaterScale", 5.0f);
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EntityInfo info{};
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info.pos = { -418, 585, -30 };
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info.lot = 33;
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info.spawnerID = self->GetObjectID();
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auto* ref = EntityManager::Instance()->CreateEntity(info);
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EntityManager::Instance()->ConstructEntity(ref);
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self->SetVar(u"ShakeObject", ref->GetObjectID());
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self->AddTimer("ShipShakeIdle", 2.0f);
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self->SetVar(u"RandomTime", 10);
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}
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void AgSpaceStuff::OnTimerDone(Entity* self, std::string timerName) {
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if (timerName == "FloaterScale") {
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int scaleType = GeneralUtils::GenerateRandomNumber<int>(1, 5);
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GameMessages::SendPlayAnimation(self, u"scale_0" + GeneralUtils::to_u16string(scaleType));
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self->AddTimer("FloaterPath", 0.4);
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} else if (timerName == "FloaterPath") {
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int pathType = GeneralUtils::GenerateRandomNumber<int>(1, 4);
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int randTime = GeneralUtils::GenerateRandomNumber<int>(20, 25);
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GameMessages::SendPlayAnimation(self, u"path_0" + (GeneralUtils::to_u16string(pathType)));
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self->AddTimer("FloaterScale", randTime);
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} else if (timerName == "ShipShakeExplode") {
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DoShake(self, true);
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} else if (timerName == "ShipShakeIdle") {
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DoShake(self, false);
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}
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}
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void AgSpaceStuff::DoShake(Entity* self, bool explodeIdle) {
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if (!explodeIdle) {
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auto* ref = EntityManager::Instance()->GetEntity(self->GetVar<LWOOBJID>(u"ShakeObject"));
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const auto randomTime = self->GetVar<int>(u"RandomTime");
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auto time = GeneralUtils::GenerateRandomNumber<int>(0, randomTime + 1);
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if (time < randomTime / 2) {
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time += randomTime / 2;
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}
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self->AddTimer("ShipShakeIdle", static_cast<float>(time));
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if (ref)
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GameMessages::SendPlayEmbeddedEffectOnAllClientsNearObject(ref, FXName, ref->GetObjectID(), 500.0f);
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auto* debrisObject = GetEntityInGroup(DebrisFX);
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if (debrisObject)
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GameMessages::SendPlayFXEffect(debrisObject, -1, u"DebrisFall", "Debris", LWOOBJID_EMPTY, 1.0f, 1.0f, true);
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const auto randomFx = GeneralUtils::GenerateRandomNumber<int>(0, 3);
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auto* shipFxObject = GetEntityInGroup(ShipFX);
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if (shipFxObject) {
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std::string effectType = "shipboom" + std::to_string(randomFx);
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GameMessages::SendPlayFXEffect(shipFxObject, 559, GeneralUtils::ASCIIToUTF16(effectType), "FX", LWOOBJID_EMPTY, 1.0f, 1.0f, true);
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}
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self->AddTimer("ShipShakeExplode", 5.0f);
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auto* shipFxObject2 = GetEntityInGroup(ShipFX2);
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if (shipFxObject2)
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GameMessages::SendPlayAnimation(shipFxObject2, u"explosion");
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} else {
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auto* shipFxObject = GetEntityInGroup(ShipFX);
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auto* shipFxObject2 = GetEntityInGroup(ShipFX2);
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if (shipFxObject)
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GameMessages::SendPlayAnimation(shipFxObject, u"idle");
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if (shipFxObject2)
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GameMessages::SendPlayAnimation(shipFxObject2, u"idle");
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}
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}
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Entity* AgSpaceStuff::GetEntityInGroup(const std::string& group) {
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auto entities = EntityManager::Instance()->GetEntitiesInGroup(group);
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Entity* en = nullptr;
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for (auto entity : entities) {
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if (entity) {
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en = entity;
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break;
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}
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}
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return en;
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}
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