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https://github.com/DarkflameUniverse/DarkflameServer.git
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8cdb388915
* Implement Precompiled Headers * First volume of optimizations * Scripts A-B Gonna be doing this in alphabetical order now. * C Scripts and remove unneeded includes from base cppscripts header Remove the MissionComponent and Loot includes from all base scripts and place their needed includes in the respective scripts. * D scripts * F scripts * F scripts 2 Finish up removing extraneous includes from scripts that start with the letter F * G scripts Removing extraneous includes from scripts that start with the letter G * I scripts Removing extraneous includes from scripts that start with the letter I * M-Z scripts Removing extraneous includes from scripts that start with the letter M-Z * Revert "Implement Precompiled Headers" This reverts commitd79d8d4991
. * Revert "Revert "Implement Precompiled Headers"" This reverts commit0597faf308
. * Add back in PCH Add back in PCH * Fix CMake Whitespace Remove duplicate file glob Remove newline
283 lines
7.1 KiB
C++
283 lines
7.1 KiB
C++
#include "AmSkullkinTower.h"
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#include "EntityManager.h"
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#include "DestroyableComponent.h"
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#include "MovingPlatformComponent.h"
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#include "GameMessages.h"
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#include "MissionComponent.h"
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void AmSkullkinTower::OnStartup(Entity* self)
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{
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self->SetProximityRadius(20, "Tower");
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// onPhysicsComponentReady
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auto* movingPlatformComponent = self->GetComponent<MovingPlatformComponent>();
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if (movingPlatformComponent != nullptr)
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{
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movingPlatformComponent->StopPathing();
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}
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SpawnLegs(self, "Left");
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SpawnLegs(self, "Right");
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SpawnLegs(self, "Rear");
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}
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void AmSkullkinTower::SpawnLegs(Entity* self, const std::string& loc)
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{
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auto pos = self->GetPosition();
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auto rot = self->GetRotation();
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pos.y += self->GetVarAs<float>(u"vert_offset");
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auto newRot = rot;
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auto offset = self->GetVarAs<float>(u"hort_offset");
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auto legLOT = self->GetVar<LOT>(u"legLOT");
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if (legLOT == 0)
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{
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return;
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}
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std::vector<LDFBaseData*> config = { new LDFData<std::string>(u"Leg", loc) };
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EntityInfo info {};
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info.lot = legLOT;
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info.spawnerID = self->GetObjectID();
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info.settings = config;
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info.rot = newRot;
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if (loc == "Right")
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{
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const auto dir = rot.GetForwardVector();
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pos.x += dir.x * offset;
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pos.z += dir.z * offset;
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info.pos = pos;
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}
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else if (loc == "Rear")
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{
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const auto dir = rot.GetRightVector();
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pos.x += dir.x * offset;
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pos.z += dir.z * offset;
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info.pos = pos;
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}
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else if (loc == "Left")
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{
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const auto dir = rot.GetForwardVector() * -1;
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pos.x += dir.x * offset;
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pos.z += dir.z * offset;
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info.pos = pos;
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}
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info.rot = NiQuaternion::LookAt(info.pos, self->GetPosition());
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auto* entity = EntityManager::Instance()->CreateEntity(info);
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EntityManager::Instance()->ConstructEntity(entity);
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OnChildLoaded(self, entity);
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}
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void AmSkullkinTower::OnChildLoaded(Entity* self, Entity* child)
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{
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auto legTable = self->GetVar<std::vector<LWOOBJID>>(u"legTable");
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legTable.push_back(child->GetObjectID());
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self->SetVar(u"legTable", legTable);
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const auto selfID = self->GetObjectID();
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child->AddDieCallback([this, selfID, child] () {
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auto* self = EntityManager::Instance()->GetEntity(selfID);
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auto* destroyableComponent = child->GetComponent<DestroyableComponent>();
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if (destroyableComponent == nullptr || self == nullptr)
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{
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return;
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}
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NotifyDie(self, child, destroyableComponent->GetKiller());
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});
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}
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void AmSkullkinTower::NotifyDie(Entity* self, Entity* other, Entity* killer)
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{
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auto players = self->GetVar<std::vector<LWOOBJID>>(u"Players");
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const auto& iter = std::find(players.begin(), players.end(), killer->GetObjectID());
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if (iter == players.end())
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{
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players.push_back(killer->GetObjectID());
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}
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self->SetVar(u"Players", players);
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OnChildRemoved(self, other);
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}
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void AmSkullkinTower::OnChildRemoved(Entity* self, Entity* child)
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{
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auto legTable = self->GetVar<std::vector<LWOOBJID>>(u"legTable");
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const auto& iter = std::find(legTable.begin(), legTable.end(), child->GetObjectID());
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if (iter != legTable.end())
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{
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legTable.erase(iter);
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}
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self->SetVar(u"legTable", legTable);
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if (legTable.size() == 2)
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{
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GameMessages::SendPlayAnimation(self, u"wobble-1");
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}
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else if (legTable.size() == 1)
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{
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GameMessages::SendPlayAnimation(self, u"wobble-2");
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}
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else if (legTable.empty())
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{
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const auto animTime = 2.5f;
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GameMessages::SendPlayAnimation(self, u"fall");
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self->AddTimer("spawnGuys", animTime - 0.2f);
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self->CancelTimer("RespawnLeg");
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self->CancelTimer("RespawnLeg");
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self->CancelTimer("RespawnLeg");
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std::vector<int32_t> missionIDs;
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auto missionsString = self->GetVar<std::u16string>(u"missions");
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if (!missionsString.empty())
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{
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// Split the missions string by '_'
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const auto missions = GeneralUtils::SplitString(
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GeneralUtils::UTF16ToWTF8(missionsString),
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'_'
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);
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for (const auto& mission : missions)
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{
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int32_t missionID = 0;
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if (!GeneralUtils::TryParse(mission, missionID))
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{
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continue;
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}
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missionIDs.push_back(missionID);
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}
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}
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const auto& players = self->GetVar<std::vector<LWOOBJID>>(u"Players");
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for (const auto& playerID : players)
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{
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auto* player = EntityManager::Instance()->GetEntity(playerID);
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if (player == nullptr)
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{
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continue;
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}
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auto* missionComponent = player->GetComponent<MissionComponent>();
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if (missionComponent == nullptr)
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{
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continue;
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}
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for (const auto missionID : missionIDs)
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{
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missionComponent->ForceProgressValue(missionID, 1, self->GetLOT());
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}
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//missionComponent->ForceProgressValue(1305, 1, self->GetLOT());
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}
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}
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auto deadLegs = self->GetVar<std::vector<std::string>>(u"DeadLegs");
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const auto& leg = child->GetVar<std::string>(u"Leg");
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const auto& legIter = std::find(deadLegs.begin(), deadLegs.end(), leg);
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if (legIter == deadLegs.end())
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{
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deadLegs.push_back(leg);
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}
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self->SetVar(u"DeadLegs", deadLegs);
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self->AddTimer("RespawnLeg", 20);
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}
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void AmSkullkinTower::OnProximityUpdate(Entity* self, Entity* entering, std::string name, std::string status)
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{
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if (status != "LEAVE")
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{
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return;
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}
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auto players = self->GetVar<std::vector<LWOOBJID>>(u"Players");
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const auto& iter = std::find(players.begin(), players.end(), entering->GetObjectID());
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if (iter != players.end())
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{
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players.erase(iter);
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}
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self->SetVar(u"Players", players);
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}
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void AmSkullkinTower::OnTimerDone(Entity* self, std::string timerName)
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{
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if (timerName == "RespawnLeg")
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{
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auto deadLegs = self->GetVar<std::vector<std::string>>(u"DeadLegs");
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if (deadLegs.empty())
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{
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return;
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}
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SpawnLegs(self, deadLegs[0]);
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deadLegs.erase(deadLegs.begin());
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self->SetVar<std::vector<std::string>>(u"DeadLegs", deadLegs);
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}
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else if (timerName == "spawnGuys")
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{
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EntityInfo info {};
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info.lot = self->GetVar<LOT>(u"enemyToSpawn");
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auto pos = self->GetPosition();
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pos.y += 7;
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info.pos = pos;
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info.rot = self->GetRotation();
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info.spawnerID = self->GetObjectID();
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for (size_t i = 0; i < 2; i++)
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{
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info.pos.x += i * 2; // Just to set the apart a bit
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auto* entity = EntityManager::Instance()->CreateEntity(info);
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EntityManager::Instance()->ConstructEntity(entity);
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}
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self->AddTimer("killTower", 0.7f);
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}
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else if (timerName == "killTower")
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{
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self->Smash(self->GetObjectID());
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}
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}
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