DarkflameServer/dScripts/ai/NS/NsConcertInstrument.h

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#pragma once
#include "CppScripts.h"
enum InstrumentLot {
Guitar = 4039,
Bass = 4040,
Keyboard = 4041,
Drum = 4042
};
class NsConcertInstrument : public CppScripts::Script {
public:
void OnStartup(Entity* self) override;
void OnQuickBuildNotifyState(Entity* self, eQuickBuildState state) override;
void OnFireEventServerSide(Entity* self, Entity* sender, std::string args, int32_t param1, int32_t param2,
int32_t param3) override;
void OnQuickBuildComplete(Entity* self, Entity* target) override;
void OnTimerDone(Entity* self, std::string name) override;
private:
static void StartPlayingInstrument(Entity* self, Entity* player);
static void StopPlayingInstrument(Entity* self, Entity* player);
static void EquipInstruments(Entity* self, Entity* player);
static void UnEquipInstruments(Entity* self, Entity* player);
static void RepositionPlayer(Entity* self, Entity* player);
static InstrumentLot GetInstrumentLot(Entity* self);
/**
* Animations played when using an instrument
*/
static const std::map<InstrumentLot, std::u16string> animations;
/**
* Animation played when an instrument is smashed
*/
static const std::map<InstrumentLot, std::u16string> smashAnimations;
/**
* Music to play while playing an instrument
*/
static const std::map<InstrumentLot, std::string> music;
/**
* Cinematics to play while playing an instrument
*/
static const std::map<InstrumentLot, std::u16string> cinematics;
/**
* Lot to equip in your left hand when playing an instrument
*/
static const std::map<InstrumentLot, LOT> instrumentLotLeft;
/**
* Lot to play in your right hand when playing an instrument
*/
static const std::map<InstrumentLot, LOT> instrumentLotRight;
/**
* Whether to hide the instrument or not when someone is playing it
*/
static const std::map<InstrumentLot, bool> hideInstrumentOnPlay;
/**
* How long to wait before unequipping the instrument if the instrument was smashed
*/
static const std::map<InstrumentLot, float> instrumentEquipTime;
/**
* How long the smash animation takes for each of the instruments
*/
static const std::map<InstrumentLot, float> instrumentSmashAnimationTime;
/**
* Task ID of tasks of the Solo Artist 2 achievement
*/
static const std::map<InstrumentLot, uint32_t> achievementTaskID;
/**
* How much imagination playing an instrument costs per interval
*/
static const uint32_t instrumentImaginationCost;
/**
* The interval to deduct imagination at when playing an instrument
*/
static const float instrumentCostFrequency;
/**
* The interval to check if the player still has enough imagination
*/
static const float updateFrequency;
};