DragonNest/Server/DNGameServer/DnBuffProp.cpp
2024-12-19 09:48:26 +08:00

123 lines
No EOL
3.9 KiB
C++

#include "StdAfx.h"
#include "DnBuffProp.h"
#include "DnPropStateScanActor.h"
#include "DnPropActionCondition.h"
#include "SMScanActor.h"
#include "boost/shared_ptr.hpp"
CDnBuffProp::CDnBuffProp( CMultiRoom* pRoom ) : CDnWorldActProp( pRoom ),
CDnDamageBase( DamageObjectTypeEnum::Prop )
{
}
CDnBuffProp::~CDnBuffProp(void)
{
ReleasePostCustomParam();
}
bool CDnBuffProp::Initialize( CEtWorldSector *pParentSector, const char *szPropName, EtVector3 &vPos, EtVector3 &vRotate, EtVector3 &vScale )
{
if( CDnWorldActProp::Initialize( pParentSector, szPropName, vPos, vRotate, vScale ) == false ) return false;
if( m_hMonster ) *m_hMonster->GetMatEx() = *GetMatEx();
return true;
}
bool CDnBuffProp::InitializeTable( int nTableID )
{
if( CDnWorldActProp::InitializeTable( nTableID ) == false )
return false;
bool bResult = false;
// TODO: BuffProp 타입 맵툴에 추가해야함.
if( GetData() )
{
BuffStruct* pStruct = (BuffStruct*)(GetData());
int nSkillTableID = pStruct->nSkillTableID;
int nSkillLevel = pStruct->nSkillLevel;
float fCheckRange = pStruct->fCheckRange; // 액터들 체크 범위
bResult = InitializeMonsterActorProp( pStruct->nMonsterTableID );
// 잘못된 스킬 정보
_ASSERT( nSkillTableID != 0 && nSkillLevel != 0 );
if( nSkillTableID == 0 || nSkillLevel == 0 )
return false;
set<int>* pSetTargetActorIDs = NULL;
set<int> setTargetActorIDs;
if( bResult )
{
// 대상 액터가 지정되어있다면 값 셋팅.
if( 3 == pStruct->nTeam )
{
// 대상 액터가 지정되어있을 때만 포인터 셋팅해준다.
pSetTargetActorIDs = &setTargetActorIDs;
string strTargetActorIDs = pStruct->TargetActorID;
if( strTargetActorIDs.at( strTargetActorIDs.length()-1 ) != ';' )
strTargetActorIDs.push_back( ';' );
int iFoundPos = -1;
while( true )
{
int iStartPos = iFoundPos + 1;
iFoundPos = static_cast<int>(strTargetActorIDs.find_first_of( ';', iStartPos ));
if( string::npos != iFoundPos )
{
string strTargetID = strTargetActorIDs.substr( iStartPos, iFoundPos -iStartPos );
int iTargetID = atoi( strTargetID.c_str() );
setTargetActorIDs.insert( iTargetID );
}
else
break;
}
}
m_BuffPropComponent.Initialize( GetRoom(), pStruct->nTeam, nSkillTableID, nSkillLevel, pSetTargetActorIDs );
// state 들 초기화.
// Idle 액션에서는 아무것도 하지 않고, Activate 액션이 실행되면 주변을 검색해서 걸리는 놈들에게 스킬에 붙어있는 상태효과 부여.
CDnPropState* pNormalState = CDnPropState::Create( GetMySmartPtr(), CDnPropState::NORMAL );
CDnPropState* pScanState = CDnPropState::Create( GetMySmartPtr(), CDnPropState::SCAN_ACTOR );
CDnPropCondition* pNormalToScan = CDnPropCondition::Create( GetMySmartPtr(), CDnPropCondition::ACTION_CHECK );
CDnPropCondition* pScanToNormal = CDnPropCondition::Create( GetMySmartPtr(), CDnPropCondition::ACTION_CHECK );
static_cast<CDnPropStateScanActor*>(pScanState)->SetRange( fCheckRange );
static_cast<CDnPropActionCondition*>(pNormalToScan)->SetActionName( "Activate" );
static_cast<CDnPropActionCondition*>(pScanToNormal)->SetActionName( "Idle" );
m_pFSM->AddCondition( pNormalToScan );
m_pFSM->AddCondition( pScanToNormal );
m_pFSM->AddState( pNormalState );
m_pFSM->AddState( pScanState );
pNormalState->AddTransitState( pScanState, pNormalToScan );
pScanState->AddTransitState( pNormalState, pScanToNormal );
m_pFSM->SetEntryState( pNormalState );
}
}
return bResult;
}
void CDnBuffProp::OnMessage( const boost::shared_ptr<IStateMessage>& pMessage )
{
m_BuffPropComponent.OnMessage( pMessage );
}
void CDnBuffProp::OnChangeAction( const char *szPrevAction )
{
if( (0 == strcmp( szPrevAction, "Activate" ) && 0 == strcmp( GetCurrentAction(), "Idle" )) ||
(0 == strcmp( szPrevAction, "Off" ) && 0 == strcmp(GetCurrentAction(), "Idle")) ) // off 액션 후에 idle 로 넘어가는 프랍도 있음.
{
// 적용되던 효과 삭제.
m_BuffPropComponent.RemoveAffectedStateEffects();
}
}