DarkflameServer/dScripts/02_server/Map/AM/AmSkullkinTower.cpp
David Markowitz 455f9470a5
Move EntityManager to Game namespace (#1140)
* 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
2023-07-15 13:56:33 -07:00

246 lines
6.1 KiB
C++

#include "AmSkullkinTower.h"
#include "EntityManager.h"
#include "DestroyableComponent.h"
#include "MovingPlatformComponent.h"
#include "EntityInfo.h"
#include "GameMessages.h"
#include "MissionComponent.h"
#include "RenderComponent.h"
void AmSkullkinTower::OnStartup(Entity* self) {
self->SetProximityRadius(20, "Tower");
// onPhysicsComponentReady
auto* movingPlatformComponent = self->GetComponent<MovingPlatformComponent>();
if (movingPlatformComponent != nullptr) {
movingPlatformComponent->StopPathing();
}
SpawnLegs(self, "Left");
SpawnLegs(self, "Right");
SpawnLegs(self, "Rear");
}
void AmSkullkinTower::SpawnLegs(Entity* self, const std::string& loc) {
auto pos = self->GetPosition();
auto rot = self->GetRotation();
pos.y += self->GetVarAs<float>(u"vert_offset");
auto newRot = rot;
auto offset = self->GetVarAs<float>(u"hort_offset");
auto legLOT = self->GetVar<LOT>(u"legLOT");
if (legLOT == 0) {
return;
}
std::vector<LDFBaseData*> config = { new LDFData<std::string>(u"Leg", loc) };
EntityInfo info{};
info.lot = legLOT;
info.spawnerID = self->GetObjectID();
info.settings = config;
info.rot = newRot;
if (loc == "Right") {
const auto dir = rot.GetForwardVector();
pos.x += dir.x * offset;
pos.z += dir.z * offset;
info.pos = pos;
} else if (loc == "Rear") {
const auto dir = rot.GetRightVector();
pos.x += dir.x * offset;
pos.z += dir.z * offset;
info.pos = pos;
} else if (loc == "Left") {
const auto dir = rot.GetForwardVector() * -1;
pos.x += dir.x * offset;
pos.z += dir.z * offset;
info.pos = pos;
}
info.rot = NiQuaternion::LookAt(info.pos, self->GetPosition());
auto* entity = Game::entityManager->CreateEntity(info);
Game::entityManager->ConstructEntity(entity);
OnChildLoaded(self, entity);
}
void AmSkullkinTower::OnChildLoaded(Entity* self, Entity* child) {
auto legTable = self->GetVar<std::vector<LWOOBJID>>(u"legTable");
legTable.push_back(child->GetObjectID());
self->SetVar(u"legTable", legTable);
const auto selfID = self->GetObjectID();
child->AddDieCallback([this, selfID, child]() {
auto* self = Game::entityManager->GetEntity(selfID);
auto* destroyableComponent = child->GetComponent<DestroyableComponent>();
if (destroyableComponent == nullptr || self == nullptr) {
return;
}
NotifyDie(self, child, destroyableComponent->GetKiller());
});
}
void AmSkullkinTower::NotifyDie(Entity* self, Entity* other, Entity* killer) {
auto players = self->GetVar<std::vector<LWOOBJID>>(u"Players");
const auto& iter = std::find(players.begin(), players.end(), killer->GetObjectID());
if (iter == players.end()) {
players.push_back(killer->GetObjectID());
}
self->SetVar(u"Players", players);
OnChildRemoved(self, other);
}
void AmSkullkinTower::OnChildRemoved(Entity* self, Entity* child) {
auto legTable = self->GetVar<std::vector<LWOOBJID>>(u"legTable");
const auto& iter = std::find(legTable.begin(), legTable.end(), child->GetObjectID());
if (iter != legTable.end()) {
legTable.erase(iter);
}
self->SetVar(u"legTable", legTable);
if (legTable.size() == 2) {
RenderComponent::PlayAnimation(self, u"wobble-1");
} else if (legTable.size() == 1) {
RenderComponent::PlayAnimation(self, u"wobble-2");
} else if (legTable.empty()) {
const auto animTime = 2.5f;
RenderComponent::PlayAnimation(self, u"fall");
self->AddTimer("spawnGuys", animTime - 0.2f);
self->CancelTimer("RespawnLeg");
self->CancelTimer("RespawnLeg");
self->CancelTimer("RespawnLeg");
std::vector<int32_t> missionIDs;
auto missionsString = self->GetVar<std::u16string>(u"missions");
if (!missionsString.empty()) {
// Split the missions string by '_'
const auto missions = GeneralUtils::SplitString(
GeneralUtils::UTF16ToWTF8(missionsString),
'_'
);
for (const auto& mission : missions) {
int32_t missionID = 0;
if (!GeneralUtils::TryParse(mission, missionID)) {
continue;
}
missionIDs.push_back(missionID);
}
}
const auto& players = self->GetVar<std::vector<LWOOBJID>>(u"Players");
for (const auto& playerID : players) {
auto* player = Game::entityManager->GetEntity(playerID);
if (player == nullptr) {
continue;
}
auto* missionComponent = player->GetComponent<MissionComponent>();
if (missionComponent == nullptr) {
continue;
}
for (const auto missionID : missionIDs) {
missionComponent->ForceProgressValue(missionID, 1, self->GetLOT());
}
//missionComponent->ForceProgressValue(1305, 1, self->GetLOT());
}
}
auto deadLegs = self->GetVar<std::vector<std::string>>(u"DeadLegs");
const auto& leg = child->GetVar<std::string>(u"Leg");
const auto& legIter = std::find(deadLegs.begin(), deadLegs.end(), leg);
if (legIter == deadLegs.end()) {
deadLegs.push_back(leg);
}
self->SetVar(u"DeadLegs", deadLegs);
self->AddTimer("RespawnLeg", 20);
}
void AmSkullkinTower::OnProximityUpdate(Entity* self, Entity* entering, std::string name, std::string status) {
if (status != "LEAVE") {
return;
}
auto players = self->GetVar<std::vector<LWOOBJID>>(u"Players");
const auto& iter = std::find(players.begin(), players.end(), entering->GetObjectID());
if (iter != players.end()) {
players.erase(iter);
}
self->SetVar(u"Players", players);
}
void AmSkullkinTower::OnTimerDone(Entity* self, std::string timerName) {
if (timerName == "RespawnLeg") {
auto deadLegs = self->GetVar<std::vector<std::string>>(u"DeadLegs");
if (deadLegs.empty()) {
return;
}
SpawnLegs(self, deadLegs[0]);
deadLegs.erase(deadLegs.begin());
self->SetVar<std::vector<std::string>>(u"DeadLegs", deadLegs);
} else if (timerName == "spawnGuys") {
EntityInfo info{};
info.lot = self->GetVar<LOT>(u"enemyToSpawn");
auto pos = self->GetPosition();
pos.y += 7;
info.pos = pos;
info.rot = self->GetRotation();
info.spawnerID = self->GetObjectID();
for (size_t i = 0; i < 2; i++) {
info.pos.x += i * 2; // Just to set the apart a bit
auto* entity = Game::entityManager->CreateEntity(info);
Game::entityManager->ConstructEntity(entity);
}
self->AddTimer("killTower", 0.7f);
} else if (timerName == "killTower") {
self->Smash(self->GetObjectID());
}
}