mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-16 05:08:21 +00:00
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
180 lines
5.3 KiB
C++
180 lines
5.3 KiB
C++
#include "FvMaelstromDragon.h"
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#include "EntityManager.h"
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#include "SkillComponent.h"
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#include "BaseCombatAIComponent.h"
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#include "DestroyableComponent.h"
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#include "eAninmationFlags.h"
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#include "EntityInfo.h"
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#include "RenderComponent.h"
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void FvMaelstromDragon::OnStartup(Entity* self) {
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self->SetVar<int32_t>(u"weakspot", 0);
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auto* baseCombatAIComponent = self->GetComponent<BaseCombatAIComponent>();
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if (baseCombatAIComponent != nullptr) {
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baseCombatAIComponent->SetStunImmune(true);
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}
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}
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void FvMaelstromDragon::OnDie(Entity* self, Entity* killer) {
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if (self->GetVar<bool>(u"bDied")) {
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return;
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}
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self->SetVar<bool>(u"bDied", true);
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auto position = self->GetPosition();
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auto rotation = self->GetRotation();
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auto chestObject = 11229;
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EntityInfo info{};
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info.lot = chestObject;
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info.pos = position;
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info.rot = rotation;
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info.spawnerID = self->GetObjectID();
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auto* chest = Game::entityManager->CreateEntity(info);
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Game::entityManager->ConstructEntity(chest);
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auto golemId = self->GetVar<LWOOBJID>(u"Golem");
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auto* golem = Game::entityManager->GetEntity(golemId);
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if (golem != nullptr) {
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golem->Smash(self->GetObjectID());
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}
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}
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void FvMaelstromDragon::OnHitOrHealResult(Entity* self, Entity* attacker, int32_t damage) {
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GameMessages::SendPlayFXEffect(self, -1, u"gothit", "", LWOOBJID_EMPTY, 1, 1, true);
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if (true) {
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auto weakpoint = self->GetVar<int32_t>(u"weakspot");
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if (weakpoint == 1) {
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self->Smash(attacker->GetObjectID());
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}
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}
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auto* destroyableComponent = self->GetComponent<DestroyableComponent>();
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if (destroyableComponent != nullptr) {
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if (destroyableComponent->GetArmor() > 0) return;
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auto weakpoint = self->GetVar<int32_t>(u"weakpoint");
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if (weakpoint == 0) {
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Game::logger->Log("FvMaelstromDragon", "Activating weakpoint");
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self->AddTimer("ReviveTimer", 12);
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auto* baseCombatAIComponent = self->GetComponent<BaseCombatAIComponent>();
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auto* skillComponent = self->GetComponent<SkillComponent>();
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if (baseCombatAIComponent != nullptr) {
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baseCombatAIComponent->SetDisabled(true);
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baseCombatAIComponent->SetStunned(true);
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}
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if (skillComponent != nullptr) {
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skillComponent->Interrupt();
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skillComponent->Reset();
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}
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self->SetVar<int32_t>(u"weakpoint", 2);
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GameMessages::SendChangeIdleFlags(self->GetObjectID(), eAnimationFlags::IDLE_NONE, eAnimationFlags::IDLE_COMBAT, UNASSIGNED_SYSTEM_ADDRESS);
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RenderComponent::PlayAnimation(self, u"stunstart", 1.7f);
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self->AddTimer("timeToStunLoop", 1.0f);
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auto position = self->GetPosition();
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auto forward = self->GetRotation().GetForwardVector();
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auto backwards = forward * -1;
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forward.x *= 10;
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forward.z *= 10;
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auto rotation = self->GetRotation();
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auto objectPosition = NiPoint3();
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objectPosition.y = position.y;
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objectPosition.x = position.x - (backwards.x * 8);
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objectPosition.z = position.z - (backwards.z * 8);
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auto golem = self->GetVar<int32_t>(u"DragonSmashingGolem");
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EntityInfo info{};
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info.lot = golem != 0 ? golem : 8340;
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info.pos = objectPosition;
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info.rot = rotation;
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info.spawnerID = self->GetObjectID();
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info.settings = {
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new LDFData<std::string>(u"rebuild_activators",
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std::to_string(objectPosition.x + forward.x) + "\x1f" +
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std::to_string(objectPosition.y) + "\x1f" +
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std::to_string(objectPosition.z + forward.z)
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),
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new LDFData<int32_t>(u"respawn", 100000),
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new LDFData<float>(u"rebuild_reset_time", 15),
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new LDFData<bool>(u"no_timed_spawn", true),
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new LDFData<LWOOBJID>(u"Dragon", self->GetObjectID())
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};
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auto* golemObject = Game::entityManager->CreateEntity(info);
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Game::entityManager->ConstructEntity(golemObject);
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}
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}
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}
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void FvMaelstromDragon::OnTimerDone(Entity* self, std::string timerName) {
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if (timerName == "ReviveHeldTimer") {
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self->AddTimer("backToAttack", 2.5);
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} else if (timerName == "ExposeWeakSpotTimer") {
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self->SetVar<int32_t>(u"weakspot", 1);
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} else if (timerName == "timeToStunLoop") {
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RenderComponent::PlayAnimation(self, u"stunloop", 1.8f);
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} else if (timerName == "ReviveTimer") {
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RenderComponent::PlayAnimation(self, u"stunend", 2.0f);
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self->AddTimer("backToAttack", 1.0f);
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} else if (timerName == "backToAttack") {
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auto* baseCombatAIComponent = self->GetComponent<BaseCombatAIComponent>();
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auto* skillComponent = self->GetComponent<SkillComponent>();
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if (baseCombatAIComponent != nullptr) {
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baseCombatAIComponent->SetDisabled(false);
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baseCombatAIComponent->SetStunned(false);
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}
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if (skillComponent != nullptr) {
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skillComponent->Interrupt();
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skillComponent->Reset();
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}
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GameMessages::SendChangeIdleFlags(self->GetObjectID(), eAnimationFlags::IDLE_COMBAT, eAnimationFlags::IDLE_NONE, UNASSIGNED_SYSTEM_ADDRESS);
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self->SetVar<int32_t>(u"weakspot", -1);
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GameMessages::SendNotifyObject(self->GetObjectID(), self->GetObjectID(), u"DragonRevive", UNASSIGNED_SYSTEM_ADDRESS);
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}
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}
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void
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FvMaelstromDragon::OnFireEventServerSide(Entity* self, Entity* sender, std::string args, int32_t param1, int32_t param2,
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int32_t param3) {
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if (args != "rebuildDone") return;
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self->AddTimer("ExposeWeakSpotTimer", 3.8f);
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self->CancelTimer("ReviveTimer");
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self->AddTimer("ReviveHeldTimer", 10.5f);
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self->SetVar<LWOOBJID>(u"Golem", sender->GetObjectID());
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RenderComponent::PlayAnimation(self, u"quickbuildhold", 1.9f);
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}
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