mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
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6aa90ad5b2
* Breakout rest of the enums from dcommonvars so we don't have to deal with merge conflicts ePlayerFlags is not a scoped enum, yet, due to it's complexity * address feedback * make player flag types consistent * fix typo
204 lines
5.7 KiB
C++
204 lines
5.7 KiB
C++
#include "AmShieldGeneratorQuickbuild.h"
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#include "EntityManager.h"
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#include "DestroyableComponent.h"
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#include "GameMessages.h"
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#include "MovementAIComponent.h"
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#include "BaseCombatAIComponent.h"
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#include "SkillComponent.h"
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#include "EntityInfo.h"
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#include "RebuildComponent.h"
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#include "MissionComponent.h"
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void AmShieldGeneratorQuickbuild::OnStartup(Entity* self) {
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self->SetProximityRadius(20, "shield");
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self->SetProximityRadius(21, "buffer");
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}
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void AmShieldGeneratorQuickbuild::OnProximityUpdate(Entity* self, Entity* entering, std::string name, std::string status) {
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auto* destroyableComponent = entering->GetComponent<DestroyableComponent>();
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if (name == "shield") {
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if (!destroyableComponent->HasFaction(4) || entering->IsPlayer()) {
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return;
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}
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auto enemiesInProximity = self->GetVar<std::vector<LWOOBJID>>(u"Enemies");
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if (status == "ENTER") {
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EnemyEnteredShield(self, entering);
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const auto& iter = std::find(enemiesInProximity.begin(), enemiesInProximity.end(), entering->GetObjectID());
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if (iter == enemiesInProximity.end()) {
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enemiesInProximity.push_back(entering->GetObjectID());
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}
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} else if (status == "LEAVE") {
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const auto& iter = std::find(enemiesInProximity.begin(), enemiesInProximity.end(), entering->GetObjectID());
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if (iter != enemiesInProximity.end()) {
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enemiesInProximity.erase(iter);
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}
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}
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self->SetVar<std::vector<LWOOBJID>>(u"Enemies", enemiesInProximity);
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}
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if (name != "buffer" || !entering->IsPlayer()) {
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return;
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}
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auto entitiesInProximity = self->GetVar<std::vector<LWOOBJID>>(u"Players");
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if (status == "ENTER") {
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const auto& iter = std::find(entitiesInProximity.begin(), entitiesInProximity.end(), entering->GetObjectID());
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if (iter == entitiesInProximity.end()) {
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entitiesInProximity.push_back(entering->GetObjectID());
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}
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} else if (status == "LEAVE") {
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const auto& iter = std::find(entitiesInProximity.begin(), entitiesInProximity.end(), entering->GetObjectID());
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if (iter != entitiesInProximity.end()) {
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entitiesInProximity.erase(iter);
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}
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}
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self->SetVar<std::vector<LWOOBJID>>(u"Players", entitiesInProximity);
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}
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void AmShieldGeneratorQuickbuild::OnDie(Entity* self, Entity* killer) {
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self->CancelAllTimers();
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auto* child = EntityManager::Instance()->GetEntity(self->GetVar<LWOOBJID>(u"Child"));
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if (child != nullptr) {
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child->Kill();
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}
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}
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void AmShieldGeneratorQuickbuild::OnTimerDone(Entity* self, std::string timerName) {
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if (timerName == "BuffPlayers") {
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BuffPlayers(self);
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self->AddTimer("BuffPlayers", 3.0f);
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} else if (timerName == "PlayFX") {
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GameMessages::SendPlayFXEffect(self->GetObjectID(), 5351, u"generatorOn", "generatorOn");
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self->AddTimer("PlayFX", 1.5f);
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} else if (timerName == "RefreshEnemies") {
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auto enemiesInProximity = self->GetVar<std::vector<LWOOBJID>>(u"Enemies");
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for (const auto enemyID : enemiesInProximity) {
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auto* enemy = EntityManager::Instance()->GetEntity(enemyID);
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if (enemy != nullptr) {
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EnemyEnteredShield(self, enemy);
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}
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}
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self->AddTimer("RefreshEnemies", 1.5f);
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}
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}
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void AmShieldGeneratorQuickbuild::OnRebuildComplete(Entity* self, Entity* target) {
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StartShield(self);
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auto enemiesInProximity = self->GetVar<std::vector<LWOOBJID>>(u"Enemies");
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for (const auto enemyID : enemiesInProximity) {
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auto* enemy = EntityManager::Instance()->GetEntity(enemyID);
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if (enemy != nullptr) {
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enemy->Smash();
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}
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}
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auto entitiesInProximity = self->GetVar<std::vector<LWOOBJID>>(u"Players");
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for (const auto playerID : entitiesInProximity) {
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auto* player = EntityManager::Instance()->GetEntity(playerID);
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if (player == nullptr) {
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continue;
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}
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auto* missionComponent = player->GetComponent<MissionComponent>();
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if (missionComponent == nullptr) {
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return;
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}
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missionComponent->ForceProgressTaskType(987, 1, 1, false);
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}
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}
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void AmShieldGeneratorQuickbuild::StartShield(Entity* self) {
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self->AddTimer("PlayFX", 1.5f);
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self->AddTimer("BuffPlayers", 3.0f);
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self->AddTimer("RefreshEnemies", 1.5f);
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const auto myPos = self->GetPosition();
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const auto myRot = self->GetRotation();
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EntityInfo info{};
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info.lot = 13111;
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info.pos = myPos;
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info.rot = myRot;
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info.spawnerID = self->GetObjectID();
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auto* child = EntityManager::Instance()->CreateEntity(info);
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self->SetVar(u"Child", child->GetObjectID());
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BuffPlayers(self);
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}
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void AmShieldGeneratorQuickbuild::BuffPlayers(Entity* self) {
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auto* skillComponent = self->GetComponent<SkillComponent>();
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if (skillComponent == nullptr) {
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return;
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}
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auto entitiesInProximity = self->GetVar<std::vector<LWOOBJID>>(u"Players");
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for (const auto playerID : entitiesInProximity) {
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auto* player = EntityManager::Instance()->GetEntity(playerID);
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if (player == nullptr) {
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return;
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}
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skillComponent->CalculateBehavior(1200, 27024, playerID, true);
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}
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}
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void AmShieldGeneratorQuickbuild::EnemyEnteredShield(Entity* self, Entity* intruder) {
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auto* rebuildComponent = self->GetComponent<RebuildComponent>();
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if (rebuildComponent == nullptr || rebuildComponent->GetState() != eRebuildState::COMPLETED) {
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return;
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}
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auto* baseCombatAIComponent = intruder->GetComponent<BaseCombatAIComponent>();
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auto* movementAIComponent = intruder->GetComponent<MovementAIComponent>();
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if (baseCombatAIComponent == nullptr || movementAIComponent == nullptr) {
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return;
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}
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auto dir = intruder->GetRotation().GetForwardVector() * -1;
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dir.y += 15;
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dir.x *= 50;
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dir.z *= 50;
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// TODO: Figure out how todo knockback, I'll stun them for now
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if (NiPoint3::DistanceSquared(self->GetPosition(), movementAIComponent->GetCurrentPosition()) < 20 * 20) {
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baseCombatAIComponent->Stun(2.0f);
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movementAIComponent->SetDestination(baseCombatAIComponent->GetStartPosition());
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}
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baseCombatAIComponent->ClearThreat();
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}
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