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https://github.com/DarkflameUniverse/DarkflameServer
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c6087ce77a
* Move away from constructor queries Fix up other large tables to have proper backup lookups Revert "idk im just dumb ig" This reverts commit 5d5be5df53b8959b42b291613d7db749a65a3585. idk im just dumb ig * Fix slow components registry lookup * add define for cdclient cache all * Huge loot namespace rework - Remove all excess memory usage - do not cache components registry - cache loot matrices on startup of the destroyable component - convert loot singleton class to a namespace - rework loot cdclient tables to operate closer to how someone would actually use them (basically doing the previous LootGenerator::LootGenerator caching but in those tables) - Memory usage reduced by 10%+ across the board * cache rebuild matrix * Database: move reading to own function Also change name of cache to PascalCase * Database: Move common function rading
48 lines
1.5 KiB
C++
48 lines
1.5 KiB
C++
#include "ScriptedPowerupSpawner.h"
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#include "RenderComponent.h"
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#include "EntityManager.h"
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#include "Loot.h"
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void ScriptedPowerupSpawner::OnTemplateStartup(Entity* self) {
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self->SetVar<uint32_t>(u"currentCycle", 1);
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self->AddTimer("timeToSpawn", self->GetVar<float_t>(u"delayToFirstCycle"));
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}
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void ScriptedPowerupSpawner::OnTimerDone(Entity* self, std::string message) {
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if (message == "die") {
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self->Smash();
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} else if (message == "timeToSpawn") {
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const auto itemLOT = self->GetVar<LOT>(u"lootLOT");
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// Build drop table
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std::unordered_map<LOT, int32_t> drops;
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drops.emplace(itemLOT, 1);
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// Spawn the required number of powerups
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auto* owner = Game::entityManager->GetEntity(self->GetSpawnerID());
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if (owner != nullptr) {
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auto* renderComponent = self->GetComponent<RenderComponent>();
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for (auto i = 0; i < self->GetVar<uint32_t>(u"numberOfPowerups"); i++) {
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if (renderComponent != nullptr) {
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renderComponent->PlayEffect(0, u"cast", "N_cast");
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}
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Loot::DropLoot(owner, self, drops, 0, 0);
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}
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// Increment the current cycle
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if (self->GetVar<uint32_t>(u"currentCycle") < self->GetVar<uint32_t>(u"numCycles")) {
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self->AddTimer("timeToSpawn", self->GetVar<float_t>(u"secPerCycle"));
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self->SetVar<uint32_t>(u"currentCycle", self->GetVar<uint32_t>(u"currentCycle") + 1);
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}
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// Kill if this was the last cycle
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if (self->GetVar<uint32_t>(u"currentCycle") >= self->GetVar<uint32_t>(u"numCycles")) {
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self->AddTimer("die", self->GetVar<float_t>(u"deathDelay"));
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}
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}
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}
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}
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