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1af3e59348
* Scripts for the AG sentinel camp QB wall * use lookat * Address feedback * Fix stromling spawner * fix aggro and remove logs Co-authored-by: Jett <55758076+Jettford@users.noreply.github.com>
137 lines
4.3 KiB
C++
137 lines
4.3 KiB
C++
#include "QbSpawner.h"
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#include "BaseCombatAIComponent.h"
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#include "MovementAIComponent.h"
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void QbSpawner::OnStartup(Entity* self) {
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auto mobNum = self->GetVar<int>(u"mobNum");
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auto spawnDist = self->GetVar<float>(u"spawnDist");
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auto mobTemplate = self->GetVar<LWOOBJID>(u"mobTemplate");
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auto spawnTime = self->GetVar<float>(u"spawnTime");
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if (!mobNum) self->SetVar<int>(u"mobNum", m_DefaultMobNum);
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if (!spawnDist) self->SetVar<float>(u"spawnDist", m_DefaultSpawnDist);
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if (!mobTemplate) self->SetVar<LWOOBJID>(u"mobTemplate", m_DefaultMobTemplate);
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if (!spawnTime) self->SetVar<float>(u"spawnTime", m_DefaultSpawnTime);
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// go ahead and setup the mob table here
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std::vector<LWOOBJID> mobTable;
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mobTable.assign(self->GetVar<int>(u"mobNum"), LWOOBJID_EMPTY);
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self->SetVar<std::vector<LWOOBJID>>(u"mobTable", mobTable);
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}
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void QbSpawner::OnFireEventServerSide(Entity* self, Entity* sender, std::string args, int32_t param1, int32_t param2, int32_t param3) {
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auto gateObjID = sender->GetObjectID();
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if (!gateObjID) return;
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if (args == "spawnMobs") {
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self->SetVar(u"gateObj", gateObjID);
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auto spawnTime = self->GetVar<float>(u"spawnTime");
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self->AddTimer("SpawnMobEnemies", spawnTime);
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}
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}
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void QbSpawner::OnTimerDone(Entity* self, std::string timerName) {
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if (timerName == "SpawnMobEnemies") {
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auto mobTable = self->GetVar<std::vector<LWOOBJID>>(u"mobTable");
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auto spawnDist = self->GetVar<float>(u"spawnDist");
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auto mobTemplate = self->GetVar<LWOOBJID>(u"mobTemplate");
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auto gateObjID = self->GetVar<LWOOBJID>(u"gateObj");
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if (!gateObjID) return;
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auto* gate = EntityManager::Instance()->GetEntity(gateObjID);
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if (!gate) return;
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auto oPos = gate->GetPosition();
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auto oDir = gate->GetRotation().GetForwardVector();
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NiPoint3 newPos(
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oPos.x + (oDir.x * spawnDist),
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oPos.y,
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oPos.z + (oDir.z * spawnDist)
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);
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auto newRot = NiQuaternion::LookAt(newPos, oPos);
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for (int i = 0; i < mobTable.size(); i++) {
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int posOffset = -10;
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if (mobTable[i] == LWOOBJID_EMPTY) {
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posOffset = posOffset + 5 * i;
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auto newOffset = newPos;
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newOffset.z = newOffset.z + posOffset;
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EntityInfo info{};
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info.lot = mobTemplate;
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info.pos = newOffset;
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info.rot = newRot;
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info.spawnerID = self->GetObjectID();
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info.spawnerNodeID = 0;
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info.settings = {
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new LDFData<bool>(u"no_timed_spawn", true),
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new LDFData<float>(u"aggroRadius", 70),
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new LDFData<float>(u"softtetherRadius", 80),
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new LDFData<float>(u"tetherRadius", 90),
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new LDFData<float>(u"wanderRadius", 5),
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new LDFData<int>(u"mobTableLoc", i)
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};
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auto* child = EntityManager::Instance()->CreateEntity(info, nullptr, self);
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EntityManager::Instance()->ConstructEntity(child);
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OnChildLoaded(self, child);
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} else {
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auto* mob = EntityManager::Instance()->GetEntity(mobTable[i]);
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AggroTargetObject(self, mob);
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}
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}
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}
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}
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void QbSpawner::OnChildLoaded(Entity* self, Entity* child) {
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auto mobTable = self->GetVar<std::vector<LWOOBJID>>(u"mobTable");
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auto tableLoc = child->GetVar<int>(u"mobTableLoc");
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mobTable[tableLoc] = child->GetObjectID();
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self->SetVar<std::vector<LWOOBJID>>(u"mobTable", mobTable);
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AggroTargetObject(self, child);
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const auto selfID = self->GetObjectID();
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child->AddDieCallback([this, selfID, child]() {
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auto* self = EntityManager::Instance()->GetEntity(selfID);
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OnChildRemoved(self, child);
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}
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);
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}
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void QbSpawner::OnChildRemoved(Entity* self, Entity* child) {
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auto mobTable = self->GetVar<std::vector<LWOOBJID>>(u"mobTable");
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auto tableLoc = child->GetVar<int>(u"mobTableLoc");
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mobTable[tableLoc] = LWOOBJID_EMPTY;
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self->SetVar<std::vector<LWOOBJID>>(u"mobTable", mobTable);
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}
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void QbSpawner::AggroTargetObject(Entity* self, Entity* enemy) {
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auto* baseCombatAIComponent = enemy->GetComponent<BaseCombatAIComponent>();
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if (!baseCombatAIComponent) return;
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auto gateObjID = self->GetVar<LWOOBJID>(u"gateObj");
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if (gateObjID) {
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auto* gate = EntityManager::Instance()->GetEntity(gateObjID);
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if (gate) {
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auto* movementAIComponent = enemy->GetComponent<MovementAIComponent>();
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if (movementAIComponent) movementAIComponent->SetDestination(gate->GetPosition());
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baseCombatAIComponent->Taunt(gateObjID, 1000);
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}
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}
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auto playerObjID = self->GetVar<LWOOBJID>(u"player");
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if (playerObjID) {
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baseCombatAIComponent->Taunt(playerObjID, 100);
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}
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}
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