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https://github.com/DarkflameUniverse/DarkflameServer
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refactor: removed hardcoded ag laser logic (#1079)
* Removed hardcoded laser logic * Address feedback
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2117a18d62
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9708ea28dc
@ -2,56 +2,27 @@
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#include "PhantomPhysicsComponent.h"
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#include "SkillComponent.h"
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#include "EntityManager.h"
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#include "AgMonumentLaserServer.h"
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#include "EntityManager.h"
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#include "ePhysicsEffectType.h"
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#include "eReplicaComponentType.h"
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void AgLaserSensorServer::OnStartup(Entity* self) {
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PhantomPhysicsComponent* physComp = static_cast<PhantomPhysicsComponent*>(self->GetComponent(eReplicaComponentType::PHANTOM_PHYSICS));
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physComp->SetPhysicsEffectActive(true);
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physComp->SetEffectType(ePhysicsEffectType::REPULSE);
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physComp->SetDirectionalMultiplier(static_cast<float>(m_RepelForce));
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physComp->SetDirection(NiPoint3::UNIT_Y);
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m_Skill = self->GetComponent<SkillComponent>();
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self->SetBoolean(u"active", true);
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auto repelForce = self->GetVarAs<float>(u"repelForce");
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if (!repelForce) repelForce = m_RepelForce;
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auto* phantomPhysicsComponent = self->GetComponent<PhantomPhysicsComponent>();
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if (!phantomPhysicsComponent) return;
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phantomPhysicsComponent->SetPhysicsEffectActive(true);
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phantomPhysicsComponent->SetEffectType(ePhysicsEffectType::REPULSE);
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phantomPhysicsComponent->SetDirectionalMultiplier(repelForce);
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phantomPhysicsComponent->SetDirection(NiPoint3::UNIT_Y);
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}
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void AgLaserSensorServer::OnCollisionPhantom(Entity* self, Entity* target) {
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if (!m_Skill) return;
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Entity* laser = nullptr;
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for (auto script : EntityManager::Instance()->GetEntitiesByComponent(eReplicaComponentType::SCRIPT)) {
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AgMonumentLaserServer* hasLaser = (AgMonumentLaserServer*)script;
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if (hasLaser) {
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const auto source = script->GetPosition();
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const auto obj = self->GetObjectID();
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if (obj == 76690936093053 && Vector3::DistanceSquared(source, NiPoint3(149.007f, 417.083f, 218.346f)) <= 1.0f) {
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laser = script;
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break;
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} else if (obj == 75866302318824 && Vector3::DistanceSquared(source, NiPoint3(48.6403f, 403.803f, 196.711f)) <= 1.0f) {
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laser = script;
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break;
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} else if (obj == 75866302318822 && Vector3::DistanceSquared(source, NiPoint3(19.2155f, 420.083f, 249.226f)) <= 1.0f) {
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laser = script;
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break;
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} else if (obj == 75866302318823 && Vector3::DistanceSquared(source, NiPoint3(-6.61596f, 404.633f, 274.323f)) <= 1.0f) {
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laser = script;
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break;
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}
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}
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}
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if (laser != nullptr) {
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m_Skill->CalculateBehavior(m_SkillCastID, 15714, target->GetObjectID());
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}
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auto active = self->GetVar<bool>(u"active");
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if (!active) return;
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auto skillCastID = self->GetVarAs<float>(u"skillCastID");
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if (skillCastID == 0) skillCastID = m_SkillCastID;
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auto* skillComponent = self->GetComponent<SkillComponent>();
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if (!skillComponent) return;
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skillComponent->CastSkill(m_SkillCastID, target->GetObjectID());
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}
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@ -8,8 +8,7 @@ public:
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void OnStartup(Entity* self);
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void OnCollisionPhantom(Entity* self, Entity* target);
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private:
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SkillComponent* m_Skill;
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int m_RepelForce = -25;
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float m_RepelForce = -25.0f;
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int m_SkillCastID = 163;
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};
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@ -1,20 +1,17 @@
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#include "AgMonumentLaserServer.h"
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#include "EntityManager.h"
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void AgMonumentLaserServer::OnStartup(Entity* self) {
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/*
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self->SetProximityRadius(m_Radius, "MonumentLaser");
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std::cout << "Monument Laser " << self->GetObjectID() << " is at " << self->GetPosition().GetX()
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<< ","<< self->GetPosition().GetY() << "," << self->GetPosition().GetZ() << std::endl;
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*/
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}
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void AgMonumentLaserServer::OnProximityUpdate(Entity* self, Entity* entering, std::string name, std::string status) {
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/*
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if (status == "ENTER") {
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std::cout << "Monument laser ID: " << self->GetObjectID() << std::endl;
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auto lasers = EntityManager::Instance()->GetEntitiesInGroup(self->GetVarAsString(u"volGroup"));
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for (auto laser : lasers) {
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if (laser) laser->SetBoolean(u"active", true);
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}
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}
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void AgMonumentLaserServer::OnDie(Entity* self, Entity* killer) {
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auto lasers = EntityManager::Instance()->GetEntitiesInGroup(self->GetVarAsString(u"volGroup"));
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for (auto laser : lasers) {
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if (laser) laser->SetBoolean(u"active", false);
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}
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*/
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}
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@ -3,8 +3,6 @@
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class AgMonumentLaserServer : public CppScripts::Script {
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public:
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void OnStartup(Entity* self);
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void OnProximityUpdate(Entity* self, Entity* entering, std::string name, std::string status);
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private:
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float m_Radius = 25.0f;
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void OnStartup(Entity* self) override;
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void OnDie(Entity* self, Entity* killer) override;
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};
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