DarkflameServer/dScripts/02_server/Map/AM/AmBlueX.cpp
David Markowitz 8d37d9b681
Organize dScripts (#814)
* Organize dScripts

whitespace

Remove parent scope

Remove parent scope from initial setter

Remove debug

Remove helper programs

* Fix NtImagimeterVisibility script

Co-authored-by: aronwk-aaron <aronwk.aaron@gmail.com>
2022-11-03 12:57:54 -05:00

56 lines
1.8 KiB
C++

#include "AmBlueX.h"
#include "SkillComponent.h"
#include "EntityManager.h"
#include "Character.h"
void AmBlueX::OnUse(Entity* self, Entity* user) {
auto* skillComponent = user->GetComponent<SkillComponent>();
if (skillComponent != nullptr) {
skillComponent->CalculateBehavior(m_SwordSkill, m_SwordBehavior, self->GetObjectID());
}
}
void AmBlueX::OnSkillEventFired(Entity* self, Entity* caster, const std::string& message) {
if (message == "FireDukesStrike") {
self->SetNetworkVar<bool>(m_XUsedVariable, true);
self->SetNetworkVar<bool>(m_StartEffectVariable, true);
auto* character = caster->GetCharacter();
if (character != nullptr) {
character->SetPlayerFlag(self->GetVar<int32_t>(m_FlagVariable), true);
}
EntityInfo info{};
info.lot = m_FXObject;
info.pos = self->GetPosition();
info.rot = self->GetRotation();
info.spawnerID = self->GetObjectID();
auto* fxObject = EntityManager::Instance()->CreateEntity(info, nullptr, self);
EntityManager::Instance()->ConstructEntity(fxObject);
auto fxObjectID = fxObject->GetObjectID();
auto playerID = caster->GetObjectID();
// Add a callback for the bomb to explode
self->AddCallbackTimer(m_BombTime, [this, self, fxObjectID, playerID]() {
auto* fxObject = EntityManager::Instance()->GetEntity(fxObjectID);
auto* player = EntityManager::Instance()->GetEntity(playerID);
auto* skillComponent = self->GetComponent<SkillComponent>();
if (skillComponent == nullptr)
return;
// Cast the skill that destroys the object
if (player != nullptr) {
skillComponent->CalculateBehavior(m_AOESkill, m_AOEBehavior, LWOOBJID_EMPTY, false, false, playerID);
} else {
skillComponent->CalculateBehavior(m_AOESkill, m_AOEBehavior, LWOOBJID_EMPTY);
}
fxObject->Smash();
self->Smash();
});
}
}