mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-10-12 18:38:10 +00:00
108 lines
3.9 KiB
C++
108 lines
3.9 KiB
C++
#include "ExplodingAsset.h"
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#include "DestroyableComponent.h"
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#include "GameMessages.h"
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#include "MissionComponent.h"
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#include "SkillComponent.h"
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#include "eMissionTaskType.h"
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#include "CDClientManager.h"
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#include "CDObjectSkillsTable.h"
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#include "RenderComponent.h"
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#include "TeamManager.h"
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#include "ProximityMonitorComponent.h"
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//TODO: this has to be updated so that you only get killed if you're in a certain radius.
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//And so that all entities in a certain radius are killed, not just the attacker.
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void ExplodingAsset::OnStartup(Entity* self) {
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self->SetProximityRadius(20.0f, "outRadius");
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self->SetVar<int32_t>(u"playersNearChest", 0);
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self->SetProximityRadius(10.0f, "crateHitters");
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}
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void ExplodingAsset::ProgressPlayerMissions(Entity& self, Entity& player) {
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const auto missionID = self.GetVar<int32_t>(u"missionID");
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auto achievementIDs = self.GetVarAsString(u"achieveID");
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auto* const missionComponent = player.GetComponent<MissionComponent>();
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if (missionComponent) {
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if (missionID != 0) {
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missionComponent->ForceProgressValue(missionID,
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static_cast<uint32_t>(eMissionTaskType::SCRIPT),
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self.GetLOT(), false);
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}
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if (!achievementIDs.empty()) {
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for (const auto& achievementID : GeneralUtils::SplitString(achievementIDs, u'_')) {
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const auto achievementIDInt = GeneralUtils::TryParse<int32_t>(achievementID);
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if (!achievementIDInt) continue;
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missionComponent->ForceProgressValue(achievementIDInt.value(),
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static_cast<uint32_t>(eMissionTaskType::SCRIPT),
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self.GetLOT());
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}
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}
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}
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}
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void ExplodingAsset::OnHit(Entity* self, Entity* attacker) {
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const auto* const proximityComponent = self->GetComponent<ProximityMonitorComponent>();
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if (!proximityComponent) return;
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if (!self->GetBoolean(u"bIsHit")) {
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for (const auto objID : proximityComponent->GetProximityObjects("crateHitters")) {
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auto* const entity = Game::entityManager->GetEntity(objID);
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if (!entity) continue;
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auto* const destroyable = entity->GetComponent<DestroyableComponent>();
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if (destroyable) destroyable->Smash(attacker->GetObjectID());
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}
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}
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attacker = attacker->GetOwner();
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self->SetBoolean(u"bIsHit", true);
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self->SetOwnerOverride(attacker->GetObjectID());
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GameMessages::SendPlayEmbeddedEffectOnAllClientsNearObject(self, u"camshake", self->GetObjectID(), 16);
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self->Smash(attacker->GetObjectID());
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auto* skillComponent = self->GetComponent<SkillComponent>();
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if (skillComponent != nullptr) {
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// Technically supposed to get first skill in the skill component but only 1 object in the live game used this.
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skillComponent->CalculateBehavior(147, 4721, LWOOBJID_EMPTY, true);
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}
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const auto* const team = TeamManager::Instance()->GetTeam(attacker->GetObjectID());
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// Progress all scripted missions related to this asset
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if (team) {
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for (const auto& member : team->members) {
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auto* const memberEntity = Game::entityManager->GetEntity(member);
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if (memberEntity) {
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ProgressPlayerMissions(*self, *memberEntity);
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}
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}
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} else {
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ProgressPlayerMissions(*self, *attacker);
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}
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}
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void ExplodingAsset::OnProximityUpdate(Entity* self, Entity* entering, std::string name, std::string status) {
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auto* destuctableComponent = entering->GetComponent<DestroyableComponent>();
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if (destuctableComponent == nullptr) return;
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const auto& factions = destuctableComponent->GetFactionIDs();
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if (!std::count(factions.begin(), factions.end(), 1)) return;
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if (status == "ENTER") {
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RenderComponent::PlayAnimation(self, u"bounce");
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GameMessages::SendPlayFXEffect(self, -1, u"anim", "bouncin", LWOOBJID_EMPTY, 1, 1, true);
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self->SetVar(u"playersNearChest", self->GetVar<int32_t>(u"playersNearChest") + 1);
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} else if (status == "LEAVE") {
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self->SetVar(u"playersNearChest", self->GetVar<int32_t>(u"playersNearChest") - 1);
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if (self->GetVar<int32_t>(u"playersNearChest") < 1) {
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RenderComponent::PlayAnimation(self, u"idle");
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GameMessages::SendStopFXEffect(self, true, "bouncin");
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self->SetVar<int32_t>(u"playersNearChest", 0);
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}
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}
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}
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