mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-24 06:27:24 +00:00
455f9470a5
* Move EntityManager to Game namespace * move initialization to later Need to wait for dZoneManager to be initialized. * Fix bugs - Cannot delete from a RandomAccessIterator while in a range based for loop. Touchup zone manager initialize replace magic numbers with better named constants replace magic zonecontrol id with a more readable hex alternative condense stack variables move initializers closer to their use initialize entity manager with zone control change initialize timings If zone is not zero we expect to initialize the entity manager during zone manager initialization Add constexpr for zone control LOT * Add proper error handling * revert vanity changes * Update WorldServer.cpp * Update dZoneManager.cpp
246 lines
6.1 KiB
C++
246 lines
6.1 KiB
C++
#include "AmSkullkinTower.h"
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#include "EntityManager.h"
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#include "DestroyableComponent.h"
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#include "MovingPlatformComponent.h"
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#include "EntityInfo.h"
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#include "GameMessages.h"
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#include "MissionComponent.h"
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#include "RenderComponent.h"
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void AmSkullkinTower::OnStartup(Entity* self) {
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self->SetProximityRadius(20, "Tower");
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// onPhysicsComponentReady
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auto* movingPlatformComponent = self->GetComponent<MovingPlatformComponent>();
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if (movingPlatformComponent != nullptr) {
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movingPlatformComponent->StopPathing();
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}
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SpawnLegs(self, "Left");
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SpawnLegs(self, "Right");
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SpawnLegs(self, "Rear");
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}
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void AmSkullkinTower::SpawnLegs(Entity* self, const std::string& loc) {
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auto pos = self->GetPosition();
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auto rot = self->GetRotation();
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pos.y += self->GetVarAs<float>(u"vert_offset");
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auto newRot = rot;
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auto offset = self->GetVarAs<float>(u"hort_offset");
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auto legLOT = self->GetVar<LOT>(u"legLOT");
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if (legLOT == 0) {
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return;
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}
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std::vector<LDFBaseData*> config = { new LDFData<std::string>(u"Leg", loc) };
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EntityInfo info{};
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info.lot = legLOT;
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info.spawnerID = self->GetObjectID();
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info.settings = config;
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info.rot = newRot;
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if (loc == "Right") {
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const auto dir = rot.GetForwardVector();
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pos.x += dir.x * offset;
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pos.z += dir.z * offset;
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info.pos = pos;
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} else if (loc == "Rear") {
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const auto dir = rot.GetRightVector();
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pos.x += dir.x * offset;
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pos.z += dir.z * offset;
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info.pos = pos;
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} else if (loc == "Left") {
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const auto dir = rot.GetForwardVector() * -1;
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pos.x += dir.x * offset;
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pos.z += dir.z * offset;
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info.pos = pos;
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}
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info.rot = NiQuaternion::LookAt(info.pos, self->GetPosition());
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auto* entity = Game::entityManager->CreateEntity(info);
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Game::entityManager->ConstructEntity(entity);
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OnChildLoaded(self, entity);
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}
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void AmSkullkinTower::OnChildLoaded(Entity* self, Entity* child) {
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auto legTable = self->GetVar<std::vector<LWOOBJID>>(u"legTable");
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legTable.push_back(child->GetObjectID());
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self->SetVar(u"legTable", legTable);
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const auto selfID = self->GetObjectID();
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child->AddDieCallback([this, selfID, child]() {
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auto* self = Game::entityManager->GetEntity(selfID);
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auto* destroyableComponent = child->GetComponent<DestroyableComponent>();
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if (destroyableComponent == nullptr || self == nullptr) {
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return;
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}
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NotifyDie(self, child, destroyableComponent->GetKiller());
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});
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}
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void AmSkullkinTower::NotifyDie(Entity* self, Entity* other, Entity* killer) {
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auto players = self->GetVar<std::vector<LWOOBJID>>(u"Players");
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const auto& iter = std::find(players.begin(), players.end(), killer->GetObjectID());
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if (iter == players.end()) {
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players.push_back(killer->GetObjectID());
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}
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self->SetVar(u"Players", players);
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OnChildRemoved(self, other);
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}
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void AmSkullkinTower::OnChildRemoved(Entity* self, Entity* child) {
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auto legTable = self->GetVar<std::vector<LWOOBJID>>(u"legTable");
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const auto& iter = std::find(legTable.begin(), legTable.end(), child->GetObjectID());
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if (iter != legTable.end()) {
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legTable.erase(iter);
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}
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self->SetVar(u"legTable", legTable);
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if (legTable.size() == 2) {
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RenderComponent::PlayAnimation(self, u"wobble-1");
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} else if (legTable.size() == 1) {
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RenderComponent::PlayAnimation(self, u"wobble-2");
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} else if (legTable.empty()) {
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const auto animTime = 2.5f;
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RenderComponent::PlayAnimation(self, u"fall");
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self->AddTimer("spawnGuys", animTime - 0.2f);
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self->CancelTimer("RespawnLeg");
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self->CancelTimer("RespawnLeg");
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self->CancelTimer("RespawnLeg");
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std::vector<int32_t> missionIDs;
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auto missionsString = self->GetVar<std::u16string>(u"missions");
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if (!missionsString.empty()) {
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// Split the missions string by '_'
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const auto missions = GeneralUtils::SplitString(
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GeneralUtils::UTF16ToWTF8(missionsString),
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'_'
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);
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for (const auto& mission : missions) {
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int32_t missionID = 0;
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if (!GeneralUtils::TryParse(mission, missionID)) {
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continue;
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}
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missionIDs.push_back(missionID);
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}
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}
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const auto& players = self->GetVar<std::vector<LWOOBJID>>(u"Players");
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for (const auto& playerID : players) {
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auto* player = Game::entityManager->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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continue;
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}
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for (const auto missionID : missionIDs) {
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missionComponent->ForceProgressValue(missionID, 1, self->GetLOT());
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}
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//missionComponent->ForceProgressValue(1305, 1, self->GetLOT());
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}
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}
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auto deadLegs = self->GetVar<std::vector<std::string>>(u"DeadLegs");
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const auto& leg = child->GetVar<std::string>(u"Leg");
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const auto& legIter = std::find(deadLegs.begin(), deadLegs.end(), leg);
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if (legIter == deadLegs.end()) {
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deadLegs.push_back(leg);
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}
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self->SetVar(u"DeadLegs", deadLegs);
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self->AddTimer("RespawnLeg", 20);
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}
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void AmSkullkinTower::OnProximityUpdate(Entity* self, Entity* entering, std::string name, std::string status) {
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if (status != "LEAVE") {
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return;
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}
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auto players = self->GetVar<std::vector<LWOOBJID>>(u"Players");
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const auto& iter = std::find(players.begin(), players.end(), entering->GetObjectID());
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if (iter != players.end()) {
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players.erase(iter);
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}
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self->SetVar(u"Players", players);
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}
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void AmSkullkinTower::OnTimerDone(Entity* self, std::string timerName) {
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if (timerName == "RespawnLeg") {
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auto deadLegs = self->GetVar<std::vector<std::string>>(u"DeadLegs");
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if (deadLegs.empty()) {
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return;
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}
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SpawnLegs(self, deadLegs[0]);
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deadLegs.erase(deadLegs.begin());
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self->SetVar<std::vector<std::string>>(u"DeadLegs", deadLegs);
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} else if (timerName == "spawnGuys") {
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EntityInfo info{};
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info.lot = self->GetVar<LOT>(u"enemyToSpawn");
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auto pos = self->GetPosition();
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pos.y += 7;
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info.pos = pos;
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info.rot = self->GetRotation();
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info.spawnerID = self->GetObjectID();
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for (size_t i = 0; i < 2; i++) {
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info.pos.x += i * 2; // Just to set the apart a bit
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auto* entity = Game::entityManager->CreateEntity(info);
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Game::entityManager->ConstructEntity(entity);
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}
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self->AddTimer("killTower", 0.7f);
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} else if (timerName == "killTower") {
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self->Smash(self->GetObjectID());
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}
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}
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