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Quick fix for Fuse boss fight NPCEvent logic
Will be replaced with a proper rework immediately.
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@ -307,19 +307,21 @@ void CombatNPC::step(time_t currTime) {
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}
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}
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void CombatNPC::transition(AIState newState, EntityRef src) {
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void CombatNPC::transition(AIState newState, EntityRef src) {
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state = newState;
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state = newState;
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if (transitionHandlers.find(newState) != transitionHandlers.end())
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if (transitionHandlers.find(newState) != transitionHandlers.end())
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transitionHandlers[newState](this, src);
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transitionHandlers[newState](this, src);
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else {
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else {
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std::cout << "[WARN] Transition to " << (int)state << " has no handler; going inactive" << std::endl;
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std::cout << "[WARN] Transition to " << (int)state << " has no handler; going inactive" << std::endl;
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transition(AIState::INACTIVE, id);
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transition(AIState::INACTIVE, id);
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}
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}
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/* TODO: fire any triggered events
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for (NPCEvent& event : NPCManager::NPCEvents)
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// TODO: Properly refactor this
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if (event.trigger == ON_KILLED && event.npcType == type)
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if (newState == AIState::DEAD && src.kind == EntityKind::PLAYER) {
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event.handler(src, this);
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for (NPCEvent& event : NPCManager::NPCEvents)
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*/
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if (event.trigger == ON_KILLED && event.npcType == type)
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event.handler(src.sock, this);
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}
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}
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}
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#pragma endregion
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#pragma endregion
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@ -306,18 +306,18 @@ static void lordFuseStageTwo(CNSocket *sock, BaseNPC *npc) {
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// Fuse doesn't move
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// Fuse doesn't move
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// Blastons, Heal
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// Blastons, Heal
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Mob *newbody = (Mob*)NPCManager::summonNPC(oldbody->x, oldbody->y, oldbody->z, plr->instanceID, 2467);
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Mob *newbody = (Mob*)NPCManager::summonNPC(oldbody->x, oldbody->y, oldbody->z, oldbody->instanceID, 2467);
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newbody->angle = oldbody->angle;
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newbody->angle = oldbody->angle;
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NPCManager::updateNPCPosition(newbody->id, newbody->x, newbody->y, newbody->z,
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NPCManager::updateNPCPosition(newbody->id, newbody->spawnX, newbody->spawnY, newbody->spawnZ,
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plr->instanceID, oldbody->angle);
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oldbody->instanceID, oldbody->angle);
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// right arm, Adaptium, Stun
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// right arm, Adaptium, Stun
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Mob *arm = (Mob*)NPCManager::summonNPC(oldbody->x - 600, oldbody->y, oldbody->z, plr->instanceID, 2469);
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Mob *arm = (Mob*)NPCManager::summonNPC(oldbody->x - 600, oldbody->y, oldbody->z, oldbody->instanceID, 2469);
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arm->angle = oldbody->angle;
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arm->angle = oldbody->angle;
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NPCManager::updateNPCPosition(arm->id, arm->x, arm->y, arm->z,
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NPCManager::updateNPCPosition(arm->id, arm->spawnX, arm->spawnY, arm->spawnZ,
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plr->instanceID, oldbody->angle);
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oldbody->instanceID, oldbody->angle);
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}
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}
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// summon left arm and stage 3 body
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// summon left arm and stage 3 body
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@ -328,18 +328,18 @@ static void lordFuseStageThree(CNSocket *sock, BaseNPC *npc) {
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std::cout << "Lord Fuse stage three" << std::endl;
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std::cout << "Lord Fuse stage three" << std::endl;
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// Cosmix, Damage Point
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// Cosmix, Damage Point
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Mob *newbody = (Mob*)NPCManager::summonNPC(oldbody->x, oldbody->y, oldbody->z, plr->instanceID, 2468);
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Mob *newbody = (Mob*)NPCManager::summonNPC(oldbody->x, oldbody->y, oldbody->z, oldbody->instanceID, 2468);
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newbody->angle = oldbody->angle;
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newbody->angle = oldbody->angle;
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NPCManager::updateNPCPosition(newbody->id, newbody->x, newbody->y, newbody->z,
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NPCManager::updateNPCPosition(newbody->id, newbody->spawnX, newbody->spawnY, newbody->spawnZ,
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plr->instanceID, oldbody->angle);
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newbody->instanceID, oldbody->angle);
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// Blastons, Heal
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// Blastons, Heal
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Mob *arm = (Mob*)NPCManager::summonNPC(oldbody->x + 600, oldbody->y, oldbody->z, plr->instanceID, 2470);
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Mob *arm = (Mob*)NPCManager::summonNPC(oldbody->x + 600, oldbody->y, oldbody->z, oldbody->instanceID, 2470);
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arm->angle = oldbody->angle;
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arm->angle = oldbody->angle;
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NPCManager::updateNPCPosition(arm->id, arm->x, arm->y, arm->z,
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NPCManager::updateNPCPosition(arm->id, arm->spawnX, arm->spawnY, arm->spawnZ,
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plr->instanceID, oldbody->angle);
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arm->instanceID, oldbody->angle);
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}
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}
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std::vector<NPCEvent> NPCManager::NPCEvents = {
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std::vector<NPCEvent> NPCManager::NPCEvents = {
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