DarkflameServer/dScripts/ai/NS/WhFans.cpp

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#include "WhFans.h"
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#include "RenderComponent.h"
#include "GameMessages.h"
#include "EntityManager.h"
#include "PhantomPhysicsComponent.h"
#include "RenderComponent.h"
#include "Entity.h"
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void WhFans::OnStartup(Entity* self) {
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self->SetVar<bool>(u"alive", true);
self->SetVar<bool>(u"on", false);
ToggleFX(self, false);
}
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void WhFans::ToggleFX(Entity* self, bool hit) {
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std::string fanGroup;
const auto& groups = self->GetGroups();
if (!groups.empty()) {
fanGroup = groups[0];
} else {
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fanGroup = "";
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}
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std::vector<Entity*> fanVolumes = Game::entityManager->GetEntitiesInGroup(fanGroup);
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auto* renderComponent = self->GetComponent<RenderComponent>();
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if (renderComponent == nullptr) return;
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if (fanVolumes.size() == 0 || !self->GetVar<bool>(u"alive")) return;
if (self->GetVar<bool>(u"on")) {
RenderComponent::PlayAnimation(self, u"fan-off");
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renderComponent->StopEffect("fanOn");
self->SetVar<bool>(u"on", false);
for (Entity* volume : fanVolumes) {
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auto volumePhys = volume->GetComponent<PhantomPhysicsComponent>();
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if (!volumePhys) continue;
volumePhys->SetPhysicsEffectActive(false);
Game::entityManager->SerializeEntity(volume);
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}
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} else if (!self->GetVar<bool>(u"on") && self->GetVar<bool>(u"alive")) {
RenderComponent::PlayAnimation(self, u"fan-on");
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self->SetVar<bool>(u"on", true);
for (Entity* volume : fanVolumes) {
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auto volumePhys = volume->GetComponent<PhantomPhysicsComponent>();
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if (!volumePhys) continue;
volumePhys->SetPhysicsEffectActive(true);
Game::entityManager->SerializeEntity(volume);
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}
}
}
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void WhFans::OnFireEventServerSide(Entity* self, Entity* sender, std::string args, int32_t param1, int32_t param2,
int32_t param3) {
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if (args.length() == 0 || !self->GetVar<bool>(u"alive")) return;
if ((args == "turnOn" && self->GetVar<bool>(u"on")) || (args == "turnOff" && !self->GetVar<bool>(u"on"))) return;
ToggleFX(self, false);
}
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void WhFans::OnDie(Entity* self, Entity* killer) {
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if (self->GetVar<bool>(u"on")) {
ToggleFX(self, true);
}
self->SetVar<bool>(u"alive", false);
}