mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
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b432a3f5da
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
326 lines
7.9 KiB
C++
326 lines
7.9 KiB
C++
#include "AmSkullkinDrill.h"
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#include "GameMessages.h"
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#include "MovingPlatformComponent.h"
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#include "DestroyableComponent.h"
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#include "ProximityMonitorComponent.h"
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#include "MissionComponent.h"
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#include "EntityInfo.h"
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#include "RenderComponent.h"
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void AmSkullkinDrill::OnStartup(Entity* self) {
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self->SetNetworkVar(u"bIsInUse", false);
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self->SetVar(u"bActive", true);
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GameMessages::SendPlayFXEffect(self->GetObjectID(), -1, u"spin", "active");
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auto* movingPlatformComponent = self->GetComponent<MovingPlatformComponent>();
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if (movingPlatformComponent == nullptr) {
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return;
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}
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movingPlatformComponent->SetSerialized(true);
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movingPlatformComponent->GotoWaypoint(0);
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auto* standObj = GetStandObj(self);
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if (standObj != nullptr) {
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standObj->SetVar(u"bActive", true);
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}
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self->SetProximityRadius(5, "spin_distance");
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}
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Entity* AmSkullkinDrill::GetStandObj(Entity* self) {
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const auto& myGroup = self->GetGroups();
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if (myGroup.empty()) {
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return nullptr;
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}
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std::string groupName = "Drill_Stand_";
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groupName.push_back(myGroup[0][myGroup[0].size() - 1]);
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const auto standObjs = EntityManager::Instance()->GetEntitiesInGroup(groupName);
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if (standObjs.empty()) {
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return nullptr;
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}
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return standObjs[0];
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}
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void AmSkullkinDrill::OnSkillEventFired(Entity* self, Entity* caster, const std::string& message) {
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if (message != "NinjagoSpinEvent" || self->GetNetworkVar<bool>(u"bIsInUse")) {
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return;
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}
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auto* proximityMonitorComponent = self->GetComponent<ProximityMonitorComponent>();
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if (proximityMonitorComponent == nullptr || !proximityMonitorComponent->IsInProximity("spin_distance", caster->GetObjectID())) {
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return;
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}
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self->SetVar(u"activaterID", caster->GetObjectID());
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self->SetNetworkVar(u"bIsInUse", true);
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TriggerDrill(self);
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}
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void AmSkullkinDrill::TriggerDrill(Entity* self) {
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RenderComponent::PlayAnimation(self, u"slowdown");
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self->AddTimer("killDrill", 10.0f);
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auto* standObj = GetStandObj(self);
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if (standObj != nullptr) {
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standObj->SetVar(u"bActive", false);
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}
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auto* movingPlatformComponent = self->GetComponent<MovingPlatformComponent>();
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if (movingPlatformComponent == nullptr) {
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return;
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}
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movingPlatformComponent->GotoWaypoint(1);
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}
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void AmSkullkinDrill::OnWaypointReached(Entity* self, uint32_t waypointIndex) {
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if (waypointIndex == 1) {
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auto myPos = self->GetPosition();
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auto myRot = self->GetRotation();
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myPos.y -= 21;
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EntityInfo info = {};
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info.lot = 12346;
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info.pos = myPos;
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info.rot = myRot;
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info.scale = 3; // Needs the scale, otherwise attacks fail
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info.spawnerID = self->GetObjectID();
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auto* child = EntityManager::Instance()->CreateEntity(info);
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EntityManager::Instance()->ConstructEntity(child);
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self->SetVar(u"ChildSmash", child->GetObjectID());
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child->AddDieCallback([this, self]() {
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const auto& userID = self->GetVar<LWOOBJID>(u"activaterID");
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auto* player = EntityManager::Instance()->GetEntity(userID);
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if (player == nullptr) {
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return;
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}
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OnHitOrHealResult(self, player, 1);
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});
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}
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OnArrived(self, waypointIndex);
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}
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void AmSkullkinDrill::OnUse(Entity* self, Entity* user) {
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if (self->GetNetworkVar<bool>(u"bIsInUse")) {
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return;
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}
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self->SetNetworkVar(u"bIsInUse", true);
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GameMessages::SendPlayFXEffect(user->GetObjectID(), 5499, u"on-anim", "tornado");
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GameMessages::SendPlayFXEffect(user->GetObjectID(), 5502, u"on-anim", "staff");
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const auto userID = user->GetObjectID();
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self->SetVar(u"userID", userID);
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self->SetVar(u"activaterID", userID);
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PlayAnim(self, user, "spinjitzu-staff-windup");
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PlayCinematic(self);
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FreezePlayer(self, user, true);
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}
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void AmSkullkinDrill::FreezePlayer(Entity* self, Entity* player, bool bFreeze) {
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auto StateChangeType = eStateChangeType::POP;
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if (bFreeze) {
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if (player->GetIsDead()) {
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return;
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}
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StateChangeType = eStateChangeType::PUSH;
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} else {
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if (player->GetIsDead()) {
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//
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}
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}
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GameMessages::SendSetStunned(player->GetObjectID(), StateChangeType, player->GetSystemAddress(), self->GetObjectID(),
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true, false, true, false, true, false, true
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);
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}
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void AmSkullkinDrill::OnArrived(Entity* self, uint32_t waypointIndex) {
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auto* standObj = GetStandObj(self);
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if (waypointIndex == 1) {
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RenderComponent::PlayAnimation(self, u"no-spin");
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GameMessages::SendStopFXEffect(self, true, "active");
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GameMessages::SendPlayFXEffect(self->GetObjectID(), -1, u"indicator", "indicator");
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self->SetVar(u"bActive", false);
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const auto playerID = self->GetVar<LWOOBJID>(u"userID");
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auto* player = EntityManager::Instance()->GetEntity(playerID);
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if (player != nullptr) {
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PlayAnim(self, player, "spinjitzu-staff-end");
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}
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if (standObj != nullptr) {
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standObj->SetVar(u"bActive", false);
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}
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return;
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} else {
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RenderComponent::PlayAnimation(self, u"idle");
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GameMessages::SendPlayFXEffect(self->GetObjectID(), -1, u"spin", "active");
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GameMessages::SendStopFXEffect(self, true, "indicator");
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}
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}
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void AmSkullkinDrill::PlayCinematic(Entity* self) {
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auto* player = EntityManager::Instance()->GetEntity(self->GetVar<LWOOBJID>(u"userID"));
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if (player == nullptr) {
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return;
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}
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const auto& cine = self->GetVar<std::u16string>(u"cinematic");
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if (cine.empty()) {
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return;
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}
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GameMessages::SendPlayCinematic(player->GetObjectID(), cine, player->GetSystemAddress());
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}
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void AmSkullkinDrill::PlayAnim(Entity* self, Entity* player, const std::string& animName) {
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const auto animTime = animName == "spinjitzu-staff-end" ? 0.5f : 1.0f;
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RenderComponent::PlayAnimation(player, animName);
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self->AddTimer("AnimDone_" + animName, animTime);
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}
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void AmSkullkinDrill::OnHitOrHealResult(Entity* self, Entity* attacker, int32_t damage) {
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auto* destroyableComponent = self->GetComponent<DestroyableComponent>();
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if (destroyableComponent == nullptr || !attacker->IsPlayer()) {
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return;
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}
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if (self->GetVar<bool>(u"bActive")) {
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return;
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}
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const auto activaterID = self->GetVar<LWOOBJID>(u"activaterID");
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auto* activator = EntityManager::Instance()->GetEntity(activaterID);
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// TODO: Missions
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if (activator != nullptr) {
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auto* missionComponent = activator->GetComponent<MissionComponent>();
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if (missionComponent != nullptr) {
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for (const auto missionID : m_MissionsToUpdate) {
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missionComponent->ForceProgressValue(missionID, 1, self->GetLOT());
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}
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}
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}
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self->Smash(attacker->GetObjectID(), SILENT);
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self->CancelAllTimers();
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auto* standObj = GetStandObj(self);
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if (standObj != nullptr) {
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GameMessages::SendPlayFXEffect(standObj->GetObjectID(), 4946, u"explode", "explode");
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}
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}
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void AmSkullkinDrill::OnTimerDone(Entity* self, std::string timerName) {
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if (timerName == "killDrill") {
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const auto childID = self->GetVar<LWOOBJID>(u"ChildSmash");
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auto* child = EntityManager::Instance()->GetEntity(childID);
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if (child != nullptr) {
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child->Smash(self->GetObjectID(), SILENT);
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}
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self->SetNetworkVar(u"bIsInUse", false);
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self->SetVar(u"bActive", true);
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self->SetVar(u"activaterID", LWOOBJID_EMPTY);
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auto* standObj = GetStandObj(self);
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if (standObj != nullptr) {
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standObj->SetVar(u"bActive", true);
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}
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auto* movingPlatformComponent = self->GetComponent<MovingPlatformComponent>();
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if (movingPlatformComponent == nullptr) {
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return;
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}
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movingPlatformComponent->GotoWaypoint(0);
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return;
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}
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const auto& data = GeneralUtils::SplitString(timerName, '_');
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if (data.empty()) {
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return;
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}
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if (data[0] == "AnimDone") {
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const auto& animName = data[1];
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const auto playerID = self->GetVar<LWOOBJID>(u"userID");
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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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if (animName == "spinjitzu-staff-windup") {
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TriggerDrill(self);
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RenderComponent::PlayAnimation(player, u"spinjitzu-staff-loop");
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} else if (animName == "spinjitzu-staff-end") {
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FreezePlayer(self, player, false);
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self->SetVar(u"userID", LWOOBJID_EMPTY);
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GameMessages::SendStopFXEffect(player, true, "tornado");
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GameMessages::SendStopFXEffect(player, true, "staff");
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}
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} else if (data[0] == "TryUnFreezeAgain") {
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}
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}
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