DarkflameServer/dScripts/02_server/Enemy/AM/AmDarklingDragon.cpp
David Markowitz 455f9470a5
Move EntityManager to Game namespace (#1140)
* 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
2023-07-15 13:56:33 -07:00

159 lines
4.9 KiB
C++

#include "AmDarklingDragon.h"
#include "BaseCombatAIComponent.h"
#include "DestroyableComponent.h"
#include "EntityManager.h"
#include "GameMessages.h"
#include "SkillComponent.h"
#include "BaseCombatAIComponent.h"
#include "EntityInfo.h"
#include "eAninmationFlags.h"
#include "RenderComponent.h"
void AmDarklingDragon::OnStartup(Entity* self) {
self->SetVar<int32_t>(u"weakspot", 0);
auto* baseCombatAIComponent = self->GetComponent<BaseCombatAIComponent>();
if (baseCombatAIComponent != nullptr) {
baseCombatAIComponent->SetStunImmune(true);
}
}
void AmDarklingDragon::OnDie(Entity* self, Entity* killer) {
if (self->GetVar<bool>(u"bDied")) {
return;
}
self->SetVar<bool>(u"bDied", true);
auto golemId = self->GetVar<LWOOBJID>(u"Golem");
auto* golem = Game::entityManager->GetEntity(golemId);
if (golem != nullptr) {
golem->Smash(self->GetObjectID());
}
}
void AmDarklingDragon::OnHitOrHealResult(Entity* self, Entity* attacker, int32_t damage) {
GameMessages::SendPlayFXEffect(self, -1, u"gothit", "", LWOOBJID_EMPTY, 1, 1, true);
if (true) {
auto weakpoint = self->GetVar<int32_t>(u"weakspot");
if (weakpoint == 1) {
self->Smash(attacker->GetObjectID());
}
}
auto* destroyableComponent = self->GetComponent<DestroyableComponent>();
if (destroyableComponent != nullptr) {
if (destroyableComponent->GetArmor() > 0) return;
auto weakpoint = self->GetVar<int32_t>(u"weakpoint");
if (weakpoint == 0) {
self->AddTimer("ReviveTimer", 12);
auto* baseCombatAIComponent = self->GetComponent<BaseCombatAIComponent>();
auto* skillComponent = self->GetComponent<SkillComponent>();
if (baseCombatAIComponent != nullptr) {
baseCombatAIComponent->SetDisabled(true);
baseCombatAIComponent->SetStunned(true);
}
if (skillComponent != nullptr) {
skillComponent->Interrupt();
skillComponent->Reset();
}
self->SetVar<int32_t>(u"weakpoint", 2);
GameMessages::SendChangeIdleFlags(self->GetObjectID(), eAnimationFlags::IDLE_NONE, eAnimationFlags::IDLE_COMBAT, UNASSIGNED_SYSTEM_ADDRESS);
float animationTime = RenderComponent::PlayAnimation(self, u"stunstart", 1.7f);
self->AddTimer("timeToStunLoop", 1.0f);
auto position = self->GetPosition();
auto forward = self->GetRotation().GetForwardVector();
auto backwards = forward * -1;
forward.x *= 10;
forward.z *= 10;
auto rotation = self->GetRotation();
auto objectPosition = NiPoint3();
objectPosition.y = position.y;
objectPosition.x = position.x - (backwards.x * 8);
objectPosition.z = position.z - (backwards.z * 8);
auto golem = self->GetVar<int32_t>(u"DragonSmashingGolem");
EntityInfo info{};
info.lot = golem != 0 ? golem : 8340;
info.pos = objectPosition;
info.rot = rotation;
info.spawnerID = self->GetObjectID();
info.settings = {
new LDFData<std::string>(u"rebuild_activators",
std::to_string(objectPosition.x + forward.x) + "\x1f" +
std::to_string(objectPosition.y) + "\x1f" +
std::to_string(objectPosition.z + forward.z)
),
new LDFData<int32_t>(u"respawn", 100000),
new LDFData<float>(u"rebuild_reset_time", 15),
new LDFData<bool>(u"no_timed_spawn", true),
new LDFData<LWOOBJID>(u"Dragon", self->GetObjectID())
};
auto* golemObject = Game::entityManager->CreateEntity(info);
Game::entityManager->ConstructEntity(golemObject);
}
}
}
void AmDarklingDragon::OnTimerDone(Entity* self, std::string timerName) {
if (timerName == "ReviveHeldTimer") {
self->AddTimer("backToAttack", 2.5);
} else if (timerName == "ExposeWeakSpotTimer") {
self->SetVar<int32_t>(u"weakspot", 1);
} else if (timerName == "timeToStunLoop") {
RenderComponent::PlayAnimation(self, u"stunloop", 1.8f);
} else if (timerName == "ReviveTimer") {
RenderComponent::PlayAnimation(self, u"stunend", 2.0f);
self->AddTimer("backToAttack", 1);
} else if (timerName == "backToAttack") {
auto* baseCombatAIComponent = self->GetComponent<BaseCombatAIComponent>();
auto* skillComponent = self->GetComponent<SkillComponent>();
if (baseCombatAIComponent != nullptr) {
baseCombatAIComponent->SetDisabled(false);
baseCombatAIComponent->SetStunned(false);
}
if (skillComponent != nullptr) {
skillComponent->Interrupt();
skillComponent->Reset();
}
GameMessages::SendChangeIdleFlags(self->GetObjectID(), eAnimationFlags::IDLE_COMBAT, eAnimationFlags::IDLE_NONE, UNASSIGNED_SYSTEM_ADDRESS);
self->SetVar<int32_t>(u"weakspot", -1);
GameMessages::SendNotifyObject(self->GetObjectID(), self->GetObjectID(), u"DragonRevive", UNASSIGNED_SYSTEM_ADDRESS);
}
}
void AmDarklingDragon::OnFireEventServerSide(Entity* self, Entity* sender, std::string args, int32_t param1, int32_t param2, int32_t param3) {
if (args != "rebuildDone") return;
self->AddTimer("ExposeWeakSpotTimer", 3.8f);
self->CancelTimer("ReviveTimer");
self->AddTimer("ReviveHeldTimer", 10.5f);
self->SetVar<LWOOBJID>(u"Golem", sender->GetObjectID());
RenderComponent::PlayAnimation(self, u"quickbuildhold", 1.9f);
}