DarkflameServer/dGame/dBehaviors/SpawnBehavior.cpp
2021-12-05 18:54:36 +01:00

121 lines
2.8 KiB
C++

#include "SpawnBehavior.h"
#include "BehaviorContext.h"
#include "BehaviorBranchContext.h"
#include "EntityManager.h"
#include "Game.h"
#include "dLogger.h"
#include "DestroyableComponent.h"
#include "RebuildComponent.h"
void SpawnBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch)
{
auto* origin = EntityManager::Instance()->GetEntity(context->originator);
if (origin == nullptr)
{
Game::logger->Log("SpawnBehavior", "Failed to find self entity (%llu)!\n", context->originator);
return;
}
if (branch.isProjectile)
{
auto* target = EntityManager::Instance()->GetEntity(branch.target);
if (target != nullptr)
{
origin = target;
}
}
EntityInfo info;
info.lot = this->m_lot;
info.pos = origin->GetPosition();
info.rot = origin->GetRotation();
info.scale = 1;
info.spawner = nullptr;
info.spawnerID = context->originator;
info.spawnerNodeID = 0;
info.pos = info.pos + (info.rot.GetForwardVector() * m_Distance);
auto* entity = EntityManager::Instance()->CreateEntity(
info,
nullptr,
EntityManager::Instance()->GetEntity(context->originator)
);
if (entity == nullptr)
{
Game::logger->Log("SpawnBehavior", "Failed to spawn entity (%i)!\n", this->m_lot);
return;
}
entity->SetOwnerOverride(context->originator);
// Unset the flag to reposition the player, this makes it harder to glitch out of the map
auto* rebuildComponent = entity->GetComponent<RebuildComponent>();
if (rebuildComponent != nullptr)
{
rebuildComponent->SetRepositionPlayer(false);
}
EntityManager::Instance()->ConstructEntity(entity);
if (branch.duration > 0)
{
context->RegisterTimerBehavior(this, branch, entity->GetObjectID());
}
if (branch.start != 0)
{
context->RegisterEndBehavior(this, branch, entity->GetObjectID());
}
entity->AddCallbackTimer(60, [entity] () {
entity->Smash();
});
}
void SpawnBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch)
{
Handle(context, bitStream, branch);
}
void SpawnBehavior::Timer(BehaviorContext* context, const BehaviorBranchContext branch, const LWOOBJID second)
{
auto* entity = EntityManager::Instance()->GetEntity(second);
if (entity == nullptr)
{
Game::logger->Log("SpawnBehavior", "Failed to find spawned entity (%llu)!\n", second);
return;
}
auto* destroyable = static_cast<DestroyableComponent*>(entity->GetComponent(COMPONENT_TYPE_DESTROYABLE));
if (destroyable == nullptr)
{
entity->Smash(context->originator);
return;
}
destroyable->Smash(second);
}
void SpawnBehavior::End(BehaviorContext* context, const BehaviorBranchContext branch, const LWOOBJID second)
{
Timer(context, branch, second);
}
void SpawnBehavior::Load()
{
this->m_lot = GetInt("LOT_ID");
this->m_Distance = GetFloat("distance");
}