mirror of
https://github.com/DarkflameUniverse/DarkflameServer
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75 lines
2.6 KiB
C++
75 lines
2.6 KiB
C++
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#include "EnemySpiderSpawner.h"
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#include "GameMessages.h"
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#include "SimplePhysicsComponent.h"
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#include "EntityManager.h"
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#include "DestroyableComponent.h"
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#include "MovementAIComponent.h"
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//----------------------------------------------
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//--Initiate egg hatching on call
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//----------------------------------------------
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void EnemySpiderSpawner::OnFireEventServerSide(Entity *self, Entity *sender, std::string args, int32_t param1,
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int32_t param2, int32_t param3) {
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if (args == "prepEgg") {
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// Highlight eggs about to hatch with Maelstrom effect
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GameMessages::SendPlayFXEffect(self->GetObjectID(), 2856, u"maelstrom", "test", LWOOBJID_EMPTY, 1.0f, 1.0f, true);
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// Make indestructible
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auto dest = static_cast<DestroyableComponent*>(self->GetComponent(COMPONENT_TYPE_DESTROYABLE));
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if (dest) {
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dest->SetFaction(-1);
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}
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EntityManager::Instance()->SerializeEntity(self);
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// Keep track of who prepped me
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self->SetI64(u"SpawnOwner", sender->GetObjectID());
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} else if (args == "hatchEgg") {
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// Final countdown to pop
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self->AddTimer("StartSpawnTime", hatchTime);
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}
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}
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//----------------------------------------------------------------
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//--Called when timers are done
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//----------------------------------------------------------------
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void EnemySpiderSpawner::OnTimerDone(Entity* self, std::string timerName) {
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if (timerName == "StartSpawnTime") {
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SpawnSpiderling(self);
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} else if (timerName == "SpawnSpiderling") {
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GameMessages::SendPlayFXEffect(self->GetObjectID(), 644, u"create", "egg_puff_b", LWOOBJID_EMPTY, 1.0f, 1.0f, true);
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//TODO: set the aggro radius larger
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EntityInfo info {};
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info.lot = 16197;
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info.pos = self->GetPosition();
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info.spawner = nullptr;
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info.spawnerID = self->GetI64(u"SpawnOwner");
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info.spawnerNodeID = 0;
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Entity* newEntity = EntityManager::Instance()->CreateEntity(info, nullptr);
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if (newEntity) {
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EntityManager::Instance()->ConstructEntity(newEntity);
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newEntity->GetGroups().push_back("BabySpider");
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/*
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auto* movementAi = newEntity->GetComponent<MovementAIComponent>();
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movementAi->SetDestination(newEntity->GetPosition());
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*/
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}
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self->ScheduleKillAfterUpdate();
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}
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}
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//--------------------------------------------------------------
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//Called when it is finally time to release the Spiderlings
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//--------------------------------------------------------------
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void EnemySpiderSpawner::SpawnSpiderling(Entity* self) {
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//Initiate the actual spawning
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GameMessages::SendPlayFXEffect(self->GetObjectID(), 2260, u"rebuild_medium", "dropdustmedium", LWOOBJID_EMPTY, 1.0f, 1.0f, true);
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self->AddTimer("SpawnSpiderling", spawnTime);
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}
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