DarkflameServer/dScripts/02_server/Enemy/General/BaseEnemyApe.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

142 lines
5.4 KiB
C++

#include "BaseEnemyApe.h"
#include "BaseCombatAIComponent.h"
#include "DestroyableComponent.h"
#include "GameMessages.h"
#include "EntityManager.h"
#include "EntityInfo.h"
#include "SkillComponent.h"
#include "eAninmationFlags.h"
#include "RenderComponent.h"
void BaseEnemyApe::OnStartup(Entity* self) {
self->SetVar<uint32_t>(u"timesStunned", 2);
self->SetVar<bool>(u"knockedOut", false);
}
void BaseEnemyApe::OnDie(Entity* self, Entity* killer) {
auto* anchor = EntityManager::Instance()->GetEntity(self->GetVar<LWOOBJID>(u"QB"));
if (anchor != nullptr && !anchor->GetIsDead()) {
anchor->Smash(self->GetObjectID(), SILENT);
}
}
void BaseEnemyApe::OnSkillCast(Entity* self, uint32_t skillID) {
const auto groundPoundSkill = self->GetVar<uint32_t>(u"GroundPoundSkill") != 0 ? self->GetVar<uint32_t>(u"GroundPoundSkill") : 725;
const auto spawnQuickBuildTime = self->GetVar<float_t>(u"spawnQBTime") != 0.0f ? self->GetVar<float_t>(u"spawnQBTime") : 5.0f;
if (skillID == groundPoundSkill && self->GetVar<LWOOBJID>(u"QB") == LWOOBJID_EMPTY) {
self->AddTimer("spawnQBTime", spawnQuickBuildTime);
}
}
void BaseEnemyApe::OnHit(Entity* self, Entity* attacker) {
auto* destroyableComponent = self->GetComponent<DestroyableComponent>();
if (destroyableComponent != nullptr && destroyableComponent->GetArmor() < 1 && !self->GetBoolean(u"knockedOut")) {
StunApe(self, true);
self->CancelTimer("spawnQBTime");
auto* skillComponent = self->GetComponent<SkillComponent>();
if (skillComponent) {
skillComponent->Reset();
}
RenderComponent::PlayAnimation(self, u"disable", 1.7f);
GameMessages::SendChangeIdleFlags(self->GetObjectID(), eAnimationFlags::IDLE_NONE, eAnimationFlags::IDLE_COMBAT, UNASSIGNED_SYSTEM_ADDRESS);
const auto reviveTime = self->GetVar<float_t>(u"reviveTime") != 0.0f
? self->GetVar<float_t>(u"reviveTime") : 12.0f;
self->AddTimer("reviveTime", reviveTime);
}
}
void BaseEnemyApe::OnTimerDone(Entity* self, std::string timerName) {
if (timerName == "reviveTime") {
// Revives the ape, giving it back some armor
const auto timesStunned = self->GetVar<uint32_t>(u"timesStunned");
auto* destroyableComponent = self->GetComponent<DestroyableComponent>();
if (destroyableComponent != nullptr) {
destroyableComponent->SetArmor(destroyableComponent->GetMaxArmor() / timesStunned);
}
EntityManager::Instance()->SerializeEntity(self);
GameMessages::SendChangeIdleFlags(self->GetObjectID(), eAnimationFlags::IDLE_COMBAT, eAnimationFlags::IDLE_NONE, UNASSIGNED_SYSTEM_ADDRESS);
self->SetVar<uint32_t>(u"timesStunned", timesStunned + 1);
StunApe(self, false);
} else if (timerName == "spawnQBTime" && self->GetVar<LWOOBJID>(u"QB") == LWOOBJID_EMPTY) {
// Spawn QB in front of ape.
const auto position = self->GetPosition();
const auto rotation = self->GetRotation();
const auto backwardVector = rotation.GetForwardVector() * -1;
const auto objectPosition = NiPoint3(
position.GetX() - (backwardVector.GetX() * 8),
position.GetY(),
position.GetZ() - (backwardVector.GetZ() * 8)
);
EntityInfo entityInfo{};
entityInfo.pos = position;
entityInfo.rot = rotation;
entityInfo.pos.SetY(entityInfo.pos.GetY() + 13.0f);
entityInfo.spawnerID = self->GetObjectID();
entityInfo.lot = self->GetVar<LOT>(u"QuickbuildAnchorLOT") != 0
? self->GetVar<LOT>(u"QuickbuildAnchorLOT") : 7549;
entityInfo.settings = {
new LDFData<std::string>(u"rebuild_activators",
std::to_string(objectPosition.GetX()) + "\x1f" +
std::to_string(objectPosition.GetY()) + "\x1f" +
std::to_string(objectPosition.GetZ())
),
new LDFData<bool>(u"no_timed_spawn", true),
new LDFData<LWOOBJID>(u"ape", self->GetObjectID())
};
auto* anchor = EntityManager::Instance()->CreateEntity(entityInfo);
EntityManager::Instance()->ConstructEntity(anchor);
self->SetVar<LWOOBJID>(u"QB", anchor->GetObjectID());
} else if (timerName == "anchorDamageTimer") {
// Attacks the ape with some god skill
const auto* player = EntityManager::Instance()->GetEntity(self->GetVar<LWOOBJID>(u"smasher"));
if (player == nullptr) {
return;
}
auto* skillComponent = self->GetComponent<SkillComponent>();
if (skillComponent != nullptr) {
skillComponent->CalculateBehavior(1273, 29446, self->GetObjectID(), true, false, player->GetObjectID());
}
self->SetVar<LWOOBJID>(u"QB", LWOOBJID_EMPTY);
}
}
void BaseEnemyApe::OnFireEventServerSide(Entity* self, Entity* sender, std::string args, int32_t param1, int32_t param2,
int32_t param3) {
if (args == "rebuildDone" && sender != nullptr) {
self->SetVar<LWOOBJID>(u"smasher", sender->GetObjectID());
const auto anchorDamageDelayTime = self->GetVar<float_t>(u"AnchorDamageDelayTime") != 0.0f ? self->GetVar<float_t>(u"AnchorDamageDelayTime") : 0.5f;
self->AddTimer("anchorDamageTimer", anchorDamageDelayTime);
}
}
void BaseEnemyApe::StunApe(Entity* self, bool stunState) {
auto* combatAIComponent = self->GetComponent<BaseCombatAIComponent>();
if (combatAIComponent != nullptr) {
combatAIComponent->SetDisabled(stunState);
combatAIComponent->SetStunned(stunState);
auto* skillComponent = self->GetComponent<SkillComponent>();
if (skillComponent != nullptr) {
skillComponent->Interrupt();
}
GameMessages::SendSetStunned(self->GetObjectID(), stunState ? eStateChangeType::PUSH : eStateChangeType::POP, UNASSIGNED_SYSTEM_ADDRESS, self->GetObjectID(),
true, true, true, true, true,
true, true, true, true);
self->SetBoolean(u"knockedOut", stunState);
}
}