mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
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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
110 lines
2.8 KiB
C++
110 lines
2.8 KiB
C++
#include "SpawnBehavior.h"
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#include "BehaviorContext.h"
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#include "BehaviorBranchContext.h"
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#include "EntityManager.h"
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#include "Game.h"
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#include "dLogger.h"
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#include "DestroyableComponent.h"
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#include "RebuildComponent.h"
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#include "Entity.h"
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#include "EntityInfo.h"
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#include "eReplicaComponentType.h"
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void SpawnBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
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auto* origin = Game::entityManager->GetEntity(context->originator);
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if (origin == nullptr) {
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Game::logger->Log("SpawnBehavior", "Failed to find self entity (%llu)!", context->originator);
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return;
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}
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if (branch.isProjectile) {
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auto* target = Game::entityManager->GetEntity(branch.target);
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if (target != nullptr) {
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origin = target;
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}
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}
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EntityInfo info;
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info.lot = this->m_lot;
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info.pos = origin->GetPosition();
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info.rot = origin->GetRotation();
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info.scale = 1;
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info.spawner = nullptr;
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info.spawnerID = context->originator;
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info.spawnerNodeID = 0;
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info.pos = info.pos + (info.rot.GetForwardVector() * m_Distance);
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auto* entity = Game::entityManager->CreateEntity(
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info,
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nullptr,
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Game::entityManager->GetEntity(context->originator)
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);
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if (entity == nullptr) {
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Game::logger->Log("SpawnBehavior", "Failed to spawn entity (%i)!", this->m_lot);
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return;
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}
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entity->SetOwnerOverride(context->originator);
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// Unset the flag to reposition the player, this makes it harder to glitch out of the map
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auto* rebuildComponent = entity->GetComponent<RebuildComponent>();
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if (rebuildComponent != nullptr) {
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rebuildComponent->SetRepositionPlayer(false);
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}
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Game::entityManager->ConstructEntity(entity);
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if (branch.duration > 0) {
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context->RegisterTimerBehavior(this, branch, entity->GetObjectID());
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}
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if (branch.start != 0) {
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context->RegisterEndBehavior(this, branch, entity->GetObjectID());
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}
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entity->AddCallbackTimer(60, [entity]() {
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entity->Smash();
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});
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}
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void SpawnBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
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Handle(context, bitStream, branch);
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}
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void SpawnBehavior::Timer(BehaviorContext* context, const BehaviorBranchContext branch, const LWOOBJID second) {
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auto* entity = Game::entityManager->GetEntity(second);
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if (entity == nullptr) {
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Game::logger->Log("SpawnBehavior", "Failed to find spawned entity (%llu)!", second);
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return;
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}
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auto* destroyable = static_cast<DestroyableComponent*>(entity->GetComponent(eReplicaComponentType::DESTROYABLE));
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if (destroyable == nullptr) {
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entity->Smash(context->originator);
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return;
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}
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destroyable->Smash(second);
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}
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void SpawnBehavior::End(BehaviorContext* context, const BehaviorBranchContext branch, const LWOOBJID second) {
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Timer(context, branch, second);
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}
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void SpawnBehavior::Load() {
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this->m_lot = GetInt("LOT_ID");
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this->m_Distance = GetFloat("distance");
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}
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