DarkflameServer/dScripts/02_server/Objects/AgSurvivalBuffStation.cpp
David Markowitz 35321b22d9
script fixes ()
fixes an issue where the sirens would not be destroyed correctly
fixes undefined behavior in buff station

ok for real this time

actual fix for mermaids

and for general death_behavior 0 skill stuff
2024-05-16 04:30:32 -05:00

62 lines
2.2 KiB
C++

#include "AgSurvivalBuffStation.h"
#include "DestroyableComponent.h"
#include "EntityManager.h"
#include "GameMessages.h"
#include "SkillComponent.h"
#include "TeamManager.h"
void AgSurvivalBuffStation::OnQuickBuildComplete(Entity* self, Entity* target) {
auto destroyableComponent = self->GetComponent<DestroyableComponent>();
// We set the faction to 1 so that the buff station sees players as friendly targets to buff
if (destroyableComponent != nullptr) destroyableComponent->SetFaction(1);
auto skillComponent = self->GetComponent<SkillComponent>();
if (skillComponent != nullptr) skillComponent->CalculateBehavior(skillIdForBuffStation, behaviorIdForBuffStation, self->GetObjectID());
self->AddCallbackTimer(smashTimer, [self]() {
self->Smash();
});
self->AddTimer("DropArmor", dropArmorTimer);
self->AddTimer("DropLife", dropLifeTimer);
self->AddTimer("Dropimagination", dropImaginationTimer);
// Since all survival players should be on the same team, we get the team.
auto team = TeamManager::Instance()->GetTeam(target->GetObjectID());
std::vector<LWOOBJID> builderTeam;
// Not on a team
if (team == nullptr) {
builderTeam.push_back(target->GetObjectID());
self->SetVar<std::vector<LWOOBJID>>(u"BuilderTeam", builderTeam);
return;
}
for (auto memberID : team->members) {
builderTeam.push_back(memberID);
}
self->SetVar<std::vector<LWOOBJID>>(u"BuilderTeam", builderTeam);
}
void AgSurvivalBuffStation::OnTimerDone(Entity* self, std::string timerName) {
uint32_t powerupToDrop = lifePowerup;
if (timerName == "DropArmor") {
powerupToDrop = armorPowerup;
self->AddTimer("DropArmor", dropArmorTimer);
}
if (timerName == "DropLife") {
powerupToDrop = lifePowerup;
self->AddTimer("DropLife", dropLifeTimer);
}
if (timerName == "Dropimagination") {
powerupToDrop = imaginationPowerup;
self->AddTimer("Dropimagination", dropImaginationTimer);
}
auto team = self->GetVar<std::vector<LWOOBJID>>(u"BuilderTeam");
for (auto memberID : team) {
auto member = Game::entityManager->GetEntity(memberID);
if (member != nullptr && !member->GetIsDead()) {
GameMessages::SendDropClientLoot(member, self->GetObjectID(), powerupToDrop, 0, self->GetPosition());
}
}
}