Files
DarkflameServer/dScripts/02_server/Enemy/AG/BossSpiderQueenEnemyServer.cpp
Aaron Kimbrell b2a1e9e0b8 refactor: remaining game messages as structs, switch removed
Every game message still written or read by hand is now a NetGameMsg with
Serialize and Deserialize, in per-domain files:
- MovementMessages: teleport, platforms (resync and its request), orient to
  angle, node rotation lock, gravity scale, jetpack mode, control scheme,
  respawn checkpoint, rails (set/start, ready, cancel, arrived), mount
  inventory ID, dismount complete, possession ack, ghost reference override
  and position, camera cycling (eCameraTargetCyclingMode moves here).
- ZoneMessages: player loaded (the old PLAYER_LOADED case), ready for
  updates, player ready, restore to post load stats, server done loading,
  invalid zone transfer list, zone summary display/dismissed, level
  processing complete, object world state, and the localized announcement
  WorldMigration wrote by hand.
- PlayerMessages: chat mode, GM level, LEGO score, currency, reputation,
  GM invis, pickup currency, zone and player statistics, chat commands, bug
  reports, verify ack.
- ObjectMessages: fire event client/server side, notify client
  (zone) object, notify object, script network vars, failed preconditions,
  terminate interaction, set name, request use, request server object info.
- QuickBuildMessages: notify state, enable, cancel.
- ActivityMessages gains match response/update/request, leaderboard request
  and data, shooting gallery score/rotation/fire, activity state change.
- MissionMessages gains MissionDialogueCancelled (a no-op, as before).
The wire structs left in GameMessages.h move to their domains (tooltip and
emote to Effects, loot and item use to Inventory, model build to Building,
behavior sound to Property, skill sets to Skill) and gain the missing
direction. The dismount logic moves to PossessorComponent::OnDismountComplete.

Every inbound message is registered in the GameMessageHandler map; the
switch is gone, and GameMessages.cpp only holds the GameMsg/NetGameMsg base
code. Call sites build the structs (NotifyClientObject, TerminateInteraction,
Teleport, PlatformResync, FireEventClientSide, NotifyObject and
NotifyClientZoneObject get convenience constructors like PlayFXEffect).
Dead senders are dropped: SendSetShootingGalleryParams (no callers, field
order was a guess), SendTeamPickupItem (the struct already existed),
SendRequestActivitySummaryLeaderboardData (the struct covers it).

Verified with RemainingMessagesTests: every old Send* function is frozen
verbatim in Legacy/RemainingMessagesLegacy.h and compared byte for byte
(same bits, destination and broadcast flag) over grids of inputs; every old
Handle* read sequence is frozen as a Read* oracle and compared with the
struct's Deserialize; round trips, truncation and a golden packet.
PlayerLoaded (0x00dc36f0), SetGMLevel (0x00dd6230), MissionDialogueCancelled
(0x00d9cc10) and LocalizedAnnouncementServerToSingleClient (0x00f23c50)
were checked against the client. Behaviour notes: an inbound message that
fails to deserialize is dropped, so ParseChatMessage over MAX_MESSAGE_LENGTH
is dropped instead of truncated, and PLAYER_LOADED / READY_FOR_UPDATES /
MISSION_DIALOGUE_CANCELLED now read their (unused) client fields.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:30:56 -05:00

675 lines
20 KiB
C++

#include "BossSpiderQueenEnemyServer.h"
#include "GeneralUtils.h"
#include "MissionComponent.h"
#include "EntityManager.h"
#include "Entity.h"
#include "dZoneManager.h"
#include "DestroyableComponent.h"
#include "ControllablePhysicsComponent.h"
#include "BaseCombatAIComponent.h"
#include "GameMessages.h"
#include "EffectsMessages.h"
#include "ObjectMessages.h"
#include "SkillComponent.h"
#include "eReplicaComponentType.h"
#include "RenderComponent.h"
#include "PlayerManager.h"
#include "eStateChangeType.h"
#include <vector>
//----------------------------------------------------------------
//--On Startup, process necessary AI events
//----------------------------------------------------------------
void BossSpiderQueenEnemyServer::OnStartup(Entity* self) {
// Make immune to stuns
//self:SetStunImmunity{ StateChangeType = "PUSH", bImmuneToStunAttack = true, bImmuneToStunMove = true, bImmuneToStunTurn = true, bImmuneToStunUseItem = true, bImmuneToStunEquip = true, bImmuneToStunInteract = true, bImmuneToStunJump = true }
// Make immune to knockbacks and pulls
//self:SetStatusImmunity{ StateChangeType = "PUSH", bImmuneToPullToPoint = true, bImmuneToKnockback = true, bImmuneToInterrupt = true }
//Get our components:
destroyable = static_cast<DestroyableComponent*>(self->GetComponent(eReplicaComponentType::DESTROYABLE));
controllable = static_cast<ControllablePhysicsComponent*>(self->GetComponent(eReplicaComponentType::CONTROLLABLE_PHYSICS));
combat = static_cast<BaseCombatAIComponent*>(self->GetComponent(eReplicaComponentType::BASE_COMBAT_AI));
if (!destroyable || !controllable) return;
// Determine Spider Boss health transition thresholds
int spiderBossHealth = destroyable->GetMaxHealth();
int transitionTickHealth = spiderBossHealth / 3;
int Stage2HealthThreshold = spiderBossHealth - transitionTickHealth;
int Stage3HealthThreshold = spiderBossHealth - (2 * transitionTickHealth);
ThresholdTable = { Stage2HealthThreshold, Stage3HealthThreshold };
originRotation = controllable->GetRotation();
combat->SetStunImmune(true);
m_CurrentBossStage = 1;
ToggleAttacking(*self, false);
self->SetProximityRadius(65.0f, "AggroRadius");
// Obtain faction and collision group to save for subsequent resets
}
void BossSpiderQueenEnemyServer::OnProximityUpdate(Entity* self, Entity* entering, std::string name, std::string status) {
if (name != "AggroRadius" || !entering || !entering->IsPlayer()) return;
auto playerCount = self->GetVar<int32_t>(u"player_count");
if (status == "ENTER") {
if (playerCount == 0) {
ToggleAttacking(*self, true);
}
playerCount++;
} else if (status == "LEAVE") {
playerCount--;
if (playerCount == 0) {
ToggleAttacking(*self, false);
}
}
self->SetVar<int32_t>(u"player_count", playerCount);
}
void BossSpiderQueenEnemyServer::OnDie(Entity* self, Entity* killer) {
if (Game::zoneManager->GetZoneID().GetMapID() == instanceZoneID && killer) {
for (const auto& player : PlayerManager::GetAllPlayers()) {
auto* missionComponent = player->GetComponent<MissionComponent>();
if (missionComponent == nullptr)
return;
missionComponent->CompleteMission(instanceMissionID);
}
}
// There is suppose to be a 0.1 second delay here but that may be admitted?
auto* controller = Game::entityManager->GetZoneControlEntity();
GameMessages::NotifyClientObject(self->GetObjectID(), u"SetColGroup", 10, 0, 0, "").Send(UNASSIGNED_SYSTEM_ADDRESS);
self->SetPosition({ 10000, 0, 10000 });
Game::entityManager->SerializeEntity(self);
ToggleAttacking(*self, false);
controller->OnFireEventServerSide(self, "ClearProperty");
}
void BossSpiderQueenEnemyServer::WithdrawSpider(Entity* self, const bool withdraw) {
const auto withdrawn = self->GetBoolean(u"isWithdrawn");
if (withdrawn == withdraw) {
return;
}
if (withdraw) {
//Move spider away from battle zone
// Disabled because we cant option the reset collition group right now
GameMessages::NotifyClientObject(self->GetObjectID(), u"SetColGroup", 10, 0, 0, "").Send(UNASSIGNED_SYSTEM_ADDRESS);
//First rotate for anim
NiQuaternion rot = QuatUtils::IDENTITY;
controllable->SetStatic(false);
controllable->SetRotation(rot);
controllable->SetStatic(true);
controllable->SetDirtyPosition(true);
rot = controllable->GetRotation();
Game::entityManager->SerializeEntity(self);
auto* baseCombatAi = self->GetComponent<BaseCombatAIComponent>();
baseCombatAi->SetDisabled(true);
float animTime = PlayAnimAndReturnTime(self, spiderWithdrawAnim);
float withdrawTime = animTime - 0.25f;
combat->SetStunImmune(false);
combat->Stun(withdrawTime + 6.0f);
combat->SetStunImmune(true);
destroyable->SetFaction(-1);
destroyable->SetIsImmune(true);
Game::entityManager->SerializeEntity(self);
self->AddTimer("WithdrawComplete", withdrawTime + 1.0f);
waitForIdle = true;
} else {
controllable->SetStatic(false);
//Cancel all remaining timers for say idle anims:
self->CancelAllTimers();
auto* baseCombatAi = self->GetComponent<BaseCombatAIComponent>();
baseCombatAi->SetDisabled(false);
// Move the Spider to its ground location
// preparing its stage attacks, and removing invulnerability
//destroyable->SetIsImmune(false);
// Run the advance animation and prepare a timer for resuming AI
float animTime = PlayAnimAndReturnTime(self, spiderAdvanceAnim);
animTime += 1.f;
float attackPause = animTime - 0.4f;
destroyable->SetFaction(4);
destroyable->SetIsImmune(false);
//Advance stage
m_CurrentBossStage++;
//Reset the current wave death counter
m_DeathCounter = 0;
Game::entityManager->SerializeEntity(self);
// Prepare a timer for post leap attack
self->AddTimer("AdvanceAttack", attackPause);
// Prepare a timer for post leap
self->AddTimer("AdvanceComplete", animTime);
}
self->SetBoolean(u"isWithdrawn", withdraw);
}
void BossSpiderQueenEnemyServer::SpawnSpiderWave(Entity* self, int spiderCount) {
// The Spider Queen Boss is withdrawing and requesting the spawn
// of a hatchling wave
// Clamp invalid Spiderling number requests to the maximum amount of eggs available
if ((spiderCount > maxSpiderEggCnt) || (spiderCount < 0))
spiderCount = maxSpiderEggCnt;
// Reset our wave manager reference variables
hatchCounter = spiderCount;
hatchList = {};
// Run the wave manager
SpiderWaveManager(self);
}
void BossSpiderQueenEnemyServer::SpiderWaveManager(Entity* self) {
auto SpiderEggNetworkID = self->GetI64(u"SpiderEggNetworkID");
std::vector<LWOOBJID> spiderEggs{};
auto spooders = Game::entityManager->GetEntitiesInGroup("SpiderEggs");
for (auto spodder : spooders) {
spiderEggs.push_back(spodder->GetObjectID());
}
// Select a number of random spider eggs from the list equal to the
// current number needed to complete the current wave
if (!spiderEggs.empty()) {
for (int i = 0; i < hatchCounter; i++) {
// Select a random spider egg
auto randomEggLoc = GeneralUtils::GenerateRandomNumber<int>(0, spiderEggs.size() - 1);
auto randomEgg = spiderEggs[randomEggLoc];
//Just a quick check to try and prevent dupes:
for (auto en : hatchList) {
if (en == randomEgg) {
randomEggLoc++;
randomEgg = spiderEggs.at(randomEggLoc % spiderEggs.size());
}
}
if (randomEgg) {
auto* eggEntity = Game::entityManager->GetEntity(randomEgg);
if (eggEntity == nullptr) {
continue;
}
// Prep the selected spider egg
eggEntity->OnFireEventServerSide(self, "prepEgg");
// Add the prepped egg to our hatchList
hatchList.push_back(eggEntity->GetObjectID());
// Decrement the hatchCounter
hatchCounter = hatchCounter - 1;
}
// Remove it from our spider egg list
spiderEggs[randomEggLoc] = LWOOBJID_EMPTY;
if (spiderEggs.size() <= 0 || (hatchCounter <= 0)) {
break;
}
}
}
if (hatchCounter > 0) {
// We still have more eggs to hatch, poll the SpiderWaveManager again
self->AddTimer("PollSpiderWaveManager", 1.0f);
} else {
// We have successfully readied a full wave
// initiate hatching!
for (auto egg : hatchList) {
auto* eggEntity = Game::entityManager->GetEntity(egg);
if (eggEntity == nullptr) {
continue;
}
eggEntity->OnFireEventServerSide(self, "hatchEgg");
auto time = PlayAnimAndReturnTime(self, spiderWithdrawIdle);
combat->SetStunImmune(false);
combat->Stun(time += 6.0f);
combat->SetStunImmune(true);
self->AddTimer("checkForSpiders", 6.0f);
}
hatchList.clear();
}
}
void BossSpiderQueenEnemyServer::ToggleForSpecial(Entity* self, const bool state) {
self->SetBoolean(u"stoppedFlag", state);
combat->SetDisabled(state);
}
void BossSpiderQueenEnemyServer::RunRainOfFire(Entity* self) {
if (self->GetBoolean(u"stoppedFlag")) {
self->AddTimer("ROF", GeneralUtils::GenerateRandomNumber<float>(10, 20));
return;
}
ToggleForSpecial(self, true);
impactList.clear();
auto index = 0u;
for (const auto& rofGroup : ROFTargetGroupIDTable) {
const auto spawners = Game::zoneManager->GetSpawnersInGroup(rofGroup);
std::vector<LWOOBJID> spawned;
for (auto* spawner : spawners) {
for (const auto* node : spawner->m_Info.nodes) {
spawned.insert(spawned.end(), node->entities.begin(), node->entities.end());
}
}
if (index == 0) {
impactList.insert(impactList.end(), spawned.begin(), spawned.end());
} else if (!spawned.empty()) {
const auto randomIndex = GeneralUtils::GenerateRandomNumber<int32_t>(0, spawned.size() - 1);
impactList.push_back(spawned[randomIndex]);
}
index++;
}
const auto animTime = PlayAnimAndReturnTime(self, spiderROFAnim);
self->AddTimer("StartROF", animTime);
}
void BossSpiderQueenEnemyServer::RainOfFireManager(Entity* self) {
if (!impactList.empty()) {
auto* entity = Game::entityManager->GetEntity(impactList[0]);
impactList.erase(impactList.begin());
if (entity == nullptr) {
LOG("Failed to find impact!");
return;
}
auto* skillComponent = entity->GetComponent<SkillComponent>();
if (skillComponent == nullptr) {
LOG("Failed to find impact skill component!");
return;
}
skillComponent->CalculateBehavior(1376, 32168, LWOOBJID_EMPTY, true);
self->AddTimer("PollROFManager", 0.5f);
return;
}
ToggleForSpecial(self, false);
self->AddTimer("ROF", GeneralUtils::GenerateRandomNumber<float>(20, 40));
}
void BossSpiderQueenEnemyServer::RapidFireShooterManager(Entity* self) {
if (attackTargetTable.empty()) {
const auto animationTime = PlayAnimAndReturnTime(self, spiderJeerAnim);
self->AddTimer("RFSTauntComplete", animationTime);
ToggleForSpecial(self, false);
return;
}
const auto target = attackTargetTable[0];
auto* skillComponent = self->GetComponent<SkillComponent>();
skillComponent->CalculateBehavior(1394, 32612, target, true);
attackTargetTable.erase(attackTargetTable.begin());
self->AddTimer("PollRFSManager", 0.3f);
}
void BossSpiderQueenEnemyServer::RunRapidFireShooter(Entity* self) {
const auto targets = self->GetTargetsInPhantom();
if (self->GetBoolean(u"stoppedFlag")) {
self->AddTimer("RFS", GeneralUtils::GenerateRandomNumber<float>(5, 10));
return;
}
if (targets.empty()) {
LOG("Failed to find RFS targets");
self->AddTimer("RFS", GeneralUtils::GenerateRandomNumber<float>(5, 10));
return;
}
ToggleForSpecial(self, true);
const auto randomTarget = GeneralUtils::GenerateRandomNumber<int32_t>(0, targets.size() - 1);
auto attackFocus = targets[randomTarget];
attackTargetTable.push_back(attackFocus);
auto* skillComponent = self->GetComponent<SkillComponent>();
skillComponent->CalculateBehavior(1480, 36652, attackFocus, true);
RapidFireShooterManager(self);
PlayAnimAndReturnTime(self, spiderSingleShot);
self->AddTimer("RFS", GeneralUtils::GenerateRandomNumber<float>(10, 15));
}
void BossSpiderQueenEnemyServer::OnTimerDone(Entity* self, const std::string timerName) {
if (timerName == "PollSpiderWaveManager") {
//Call the manager again to attempt to finish prepping a Spiderling wave
//Run the wave manager
SpiderWaveManager(self);
} else if (timerName == "disableWaitForIdle") { waitForIdle = false; } else if (timerName == "checkForSpiders") {
//Don't do anything if we ain't withdrawn:
const auto withdrawn = self->GetBoolean(u"isWithdrawn");
if (!withdrawn) return;
NiQuaternion rot = QuatUtils::IDENTITY;
//First rotate for anim
controllable->SetStatic(false);
controllable->SetRotation(rot);
controllable->SetStatic(true);
Game::entityManager->SerializeEntity(self);
//Play the Spider Boss' mountain idle anim
auto time = PlayAnimAndReturnTime(self, spiderWithdrawIdle);
combat->SetStunImmune(false);
combat->Stun(time);
combat->SetStunImmune(true);
rot = controllable->GetRotation();
//If there are still baby spiders, don't do anyhting either
const auto spiders = Game::entityManager->GetEntitiesInGroup("BabySpider");
if (spiders.size() > 0)
self->AddTimer("checkForSpiders", time);
else
WithdrawSpider(self, false);
} else if (timerName == "PollROFManager") {
//Call the manager again to attempt to initiate an impact on another random location
//Run the ROF Manager
RainOfFireManager(self);
} else if (timerName == "PollRFSManager") {
//Call the manager again to attempt to initiate a rapid fire shot at the next sequential target
//Run the ROF Manager
RapidFireShooterManager(self);
} else if (timerName == "StartROF") {
//Re-enable Spider Boss
//ToggleForSpecial(self, false);
RainOfFireManager(self);
} else if (timerName == "PollSpiderSkillManager") {
//Call the skill manager again to attempt to run the current Spider Boss
//stage's special attack again
//SpiderSkillManager(self, true);
PlayAnimAndReturnTime(self, spiderJeerAnim);
} else if (timerName == "RFS") {
RunRapidFireShooter(self);
} else if (timerName == "ROF") {
RunRainOfFire(self);
} else if (timerName == "RFSTauntComplete") {
//Determine an appropriate random time to check our manager again
// local spiderCooldownDelay = math.random(s1DelayMin, s1DelayMax)
//Set a timer based on our random cooldown determination
//to pulse the SpiderSkillManager again
//GAMEOBJ:GetTimer():AddTimerWithCancel(spiderCooldownDelay, "PollSpiderSkillManager", self)
//Re-enable Spider Boss
//ToggleForSpecial(self, false);
} else if (timerName == "WithdrawComplete") {
//Play the Spider Boss' mountain idle anim
PlayAnimAndReturnTime(self, spiderWithdrawIdle);
//The Spider Boss has retreated, hatch a wave!
int currentStage = m_CurrentBossStage;
//Prepare a Spiderling wave and initiate egg hatch events
//self->SetVar(u"SpiderWaveCount", )
hatchCounter = 2;
if (currentStage > 1) hatchCounter++;
SpawnSpiderWave(self, spiderWaveCntTable[currentStage - 1]);
} else if (timerName == "AdvanceAttack") {
//Fire the melee smash skill to throw players back
/*local landingTarget = self:GetVar("LandingTarget") or false
if((landingTarget) and (landingTarget:Exists())) {
local advSmashFlag = landingTarget:CastSkill{skillID = bossLandingSkill}
landingTarget:PlayEmbeddedEffectOnAllClientsNearObject{radius = 100, fromObjectID = landingTarget, effectName = "camshake-bridge"}
}*/
auto landingTarget = self->GetI64(u"LandingTarget");
auto landingEntity = Game::entityManager->GetEntity(landingTarget);
auto* skillComponent = self->GetComponent<SkillComponent>();
if (skillComponent != nullptr) {
skillComponent->CalculateBehavior(bossLandingSkill, 37739, LWOOBJID_EMPTY);
}
if (landingEntity) {
auto* landingSkill = landingEntity->GetComponent<SkillComponent>();
if (landingSkill != nullptr) {
landingSkill->CalculateBehavior(bossLandingSkill, 37739, LWOOBJID_EMPTY, true);
}
}
GameMessages::PlayEmbeddedEffectOnAllClientsNearObject embeddedEffect;
embeddedEffect.target = self->GetObjectID();
embeddedEffect.effectName = u"camshake-bridge";
embeddedEffect.fromObjectID = self->GetObjectID();
embeddedEffect.radius = 100.0f;
embeddedEffect.Send(UNASSIGNED_SYSTEM_ADDRESS);
} else if (timerName == "AdvanceComplete") {
GameMessages::NotifyClientObject(self->GetObjectID(), u"SetColGroup", 11, 0, 0, "").Send(UNASSIGNED_SYSTEM_ADDRESS);
//Wind up, telegraphing next round
float animTime = PlayAnimAndReturnTime(self, spiderJeerAnim);
self->AddTimer("AdvanceTauntComplete", animTime);
} else if (timerName == "AdvanceTauntComplete") {
//Declare a default special Spider Boss skill cooldown
int spiderCooldownDelay = 10;
if (m_CurrentBossStage == 2) {
spiderCooldownDelay = GeneralUtils::GenerateRandomNumber<int>(s1DelayMin, s1DelayMax);
} else if (m_CurrentBossStage == 3) {
spiderCooldownDelay = GeneralUtils::GenerateRandomNumber<int>(s2DelayMin, s2DelayMax);
}
//Set a timer based on our random cooldown determination
//to pulse the SpiderSkillManager
self->AddTimer("PollSpiderSkillManager", spiderCooldownDelay);
//Remove current status immunity
/*self:SetStatusImmunity{ StateChangeType = "POP", bImmuneToSpeed = true, bImmuneToBasicAttack = true, bImmuneToDOT = true}
self:SetStunned{StateChangeType = "POP",
bCantMove = true,
bCantJump = true,
bCantTurn = true,
bCantAttack = true,
bCantUseItem = true,
bCantEquip = true,
bCantInteract = true,
bIgnoreImmunity = true}*/
destroyable->SetIsImmune(false);
destroyable->SetFaction(4);
Game::entityManager->SerializeEntity(self);
} else if (timerName == "Clear") {
Game::entityManager->FireEventServerSide(self, "ClearProperty");
self->CancelAllTimers();
} else if (timerName == "UnlockSpecials") {
//We no longer need to lock specials
self->SetBoolean(u"bSpecialLock", false);
//Did we queue a spcial attack?
if (self->GetBoolean(u"bSpecialQueued")) {
self->SetBoolean(u"bSpecialQueued", false);
}
}
}
void BossSpiderQueenEnemyServer::OnHitOrHealResult(Entity* self, Entity* attacker, int32_t damage) {
if (m_CurrentBossStage > 0 && !self->HasTimer("RFS")) {
self->AddTimer("RFS", 5.0f);
}
if (m_CurrentBossStage > 0 && !self->HasTimer("ROF")) {
self->AddTimer("ROF", 10.0f);
}
if (m_CurrentBossStage > ThresholdTable.size()) {
return;
}
int currentThreshold = ThresholdTable[m_CurrentBossStage - 1];
if (destroyable->GetHealth() <= currentThreshold) {
auto isWithdrawn = self->GetBoolean(u"isWithdrawn");
if (!isWithdrawn) {
self->CancelAllTimers();
self->SetBoolean(u"isSpecialAttacking", false);
self->SetBoolean(u"bSpecialLock", false);
WithdrawSpider(self, true);
}
}
}
void BossSpiderQueenEnemyServer::OnUpdate(Entity* self) {
auto isWithdrawn = self->GetBoolean(u"isWithdrawn");
if (!isWithdrawn) return;
if (controllable->GetRotation() == QuatUtils::IDENTITY) {
return;
}
controllable->SetStatic(false);
controllable->SetRotation(QuatUtils::IDENTITY);
controllable->SetStatic(true);
Game::entityManager->SerializeEntity(self);
}
//----------------------------------------------
//--Utility function capable of playing a priority
//-- animation on a targetand returning either the
//-- anim time, or a desired default
//----------------------------------------------
float BossSpiderQueenEnemyServer::PlayAnimAndReturnTime(Entity* self, const std::u16string& animID) {
// Get the anim time
float animTimer = RenderComponent::GetAnimationTime(self, animID);
// If we have an animation play it
if (animTimer > 0) {
animTimer = RenderComponent::PlayAnimation(self, animID);
}
// If the anim time is less than the the default time use default
if (animTimer < defaultAnimPause) {
animTimer = defaultAnimPause;
}
return animTimer;
}
void BossSpiderQueenEnemyServer::ToggleAttacking(Entity& self, bool on) {
const auto stoppedFlag = self.GetVarAs<bool>(u"stoppedFlag");
if (!on) {
if (stoppedFlag) return;
self.SetVar(u"stoppedFlag", true);
combat->Stun(100000.0f, true); // forcibly stun so we stop attacking people trying to put on armor
} else {
if (!stoppedFlag) return;
self.SetVar(u"stoppedFlag", false);
combat->Stun(0.0f, true); // forcibly turn off the stun we put on above
}
}