DarkflameServer/dScripts/02_server/Enemy/AM/AmDarklingDragon.cpp
David Markowitz b432a3f5da Remove inlines
Clean up macros

more tomorrow

Cleanup and optimize CDActivities table

Remove unused include

Further work on CDActivityRewards

Update MasterServer.cpp

Further animations work

Activities still needs work for a better PK.

fix type

All of these replacements worked

Create internal interface for animations

Allows for user to just call GetAnimationTIme or PlayAnimation rather than passing in arbitrary true false statements
2023-03-26 02:59:46 -07:00

159 lines
5.0 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 = EntityManager::Instance()->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", animationTime);
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 = EntityManager::Instance()->CreateEntity(info);
EntityManager::Instance()->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);
}