DarkflameServer/dScripts/02_server/Map/njhub/CavePrisonCage.cpp

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#include "CavePrisonCage.h"
#include "EntityManager.h"
#include "QuickBuildComponent.h"
#include "GameMessages.h"
#include "Character.h"
#include "dZoneManager.h"
#include "RenderComponent.h"
void CavePrisonCage::OnStartup(Entity* self) {
const auto& myNum = self->GetVar<std::u16string>(u"myNumber");
if (myNum.empty()) {
return;
}
auto* spawner = Game::zoneManager->GetSpawnersByName("PrisonCounterweight_0" + GeneralUtils::UTF16ToWTF8(myNum))[0];
self->SetVar<Spawner*>(u"CWSpawner", spawner);
Setup(self, spawner);
}
void CavePrisonCage::Setup(Entity* self, Spawner* spawner) {
SpawnCounterweight(self, spawner);
NiPoint3 mypos = self->GetPosition();
NiQuaternion myrot = self->GetRotation();
mypos.y += 1.5;
mypos.z -= 0.5;
EntityInfo info{};
info.lot = m_Villagers[self->GetVarAs<int32_t>(u"myNumber") - 1];
info.pos = mypos;
info.rot = myrot;
info.spawnerID = self->GetObjectID();
// Spawn the villager inside the jail
auto* entity = Game::entityManager->CreateEntity(info);
// Save the villeger ID
self->SetVar<LWOOBJID>(u"villager", entity->GetObjectID());
// Construct the entity
Game::entityManager->ConstructEntity(entity);
}
void CavePrisonCage::OnQuickBuildNotifyState(Entity* self, eQuickBuildState state) {
if (state != eQuickBuildState::RESETTING) {
return;
}
auto* spawner = self->GetVar<Spawner*>(u"CWSpawner");
if (spawner == nullptr) {
return;
}
spawner->Reset();
SpawnCounterweight(self, spawner);
}
void CavePrisonCage::SpawnCounterweight(Entity* self, Spawner* spawner) {
spawner->Reset();
auto* counterweight = spawner->Spawn();
self->SetVar<LWOOBJID>(u"Counterweight", counterweight->GetObjectID());
auto* quickBuildComponent = counterweight->GetComponent<QuickBuildComponent>();
if (quickBuildComponent != nullptr) {
quickBuildComponent->AddQuickBuildStateCallback([this, self](eQuickBuildState state) {
OnQuickBuildNotifyState(self, state);
});
quickBuildComponent->AddQuickBuildCompleteCallback([this, self](Entity* user) {
// The counterweight is a simple mover, which is not implemented, so we'll just set it's position
auto* counterweight = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(u"Counterweight"));
if (counterweight == nullptr) {
return;
}
// Move the counterweight down 2 units
counterweight->SetPosition(counterweight->GetPosition() + NiPoint3(0, -2, 0));
// Serialize the counterweight
Game::entityManager->SerializeEntity(counterweight);
// notifyPlatformAtLastWaypoint
// Save the userID as Builder
self->SetVar<LWOOBJID>(u"Builder", user->GetObjectID());
// Get the button and make sure it still exists
auto* button = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(u"Button"));
if (button == nullptr) {
return;
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}
// Play the 'down' animation on the button
RenderComponent::PlayAnimation(button, u"down");
// Setup a timer named 'buttonGoingDown' to be triggered in 5 seconds
self->AddTimer("buttonGoingDown", 5.0f);
});
}
if (self->GetVar<LWOOBJID>(u"Button")) {
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return;
}
GetButton(self);
}
void CavePrisonCage::GetButton(Entity* self) {
const auto buttons = Game::entityManager->GetEntitiesInGroup("PrisonButton_0" + std::to_string(self->GetVarAs<int32_t>(u"myNumber")));
if (buttons.size() == 0) {
// Try again in 0.5 seconds
self->AddCallbackTimer(0.5, [this, self]() {
GetButton(self);
});
return;
}
auto* button = buttons[0];
self->SetVar<LWOOBJID>(u"Button", button->GetObjectID());
}
void CavePrisonCage::OnTimerDone(Entity* self, std::string timerName) {
// the anim of the button down is over
if (timerName == "buttonGoingDown") {
// Play the 'up' animation
RenderComponent::PlayAnimation(self, u"up");
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// Setup a timer named 'CageOpen' to be triggered in 1 second
self->AddTimer("CageOpen", 1.0f);
} else if (timerName == "CageOpen") {
// play the idle open anim
RenderComponent::PlayAnimation(self, u"idle-up");
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// Get the villeger
auto* villager = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(u"villager"));
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if (villager == nullptr) {
return;
}
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GameMessages::SendNotifyClientObject(villager->GetObjectID(), u"TimeToChat", 0, 0, LWOOBJID_EMPTY, "", UNASSIGNED_SYSTEM_ADDRESS);
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// Get the builder and make sure it still exists
auto* builder = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(u"Builder"));
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if (builder == nullptr) {
return;
}
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const auto flagNum = 2020 + self->GetVarAs<int32_t>(u"myNumber");
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// Set the flag on the builder character
builder->GetCharacter()->SetPlayerFlag(flagNum, true);
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// Setup a timer named 'VillagerEscape' to be triggered in 5 seconds
self->AddTimer("VillagerEscape", 5.0f);
} else if (timerName == "VillagerEscape") {
// Get the villeger and make sure it still exists
auto* villager = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(u"villager"));
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if (villager == nullptr) {
return;
}
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// Kill the villager
villager->Kill();
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// Setup a timer named 'SmashCounterweight' to be triggered in 2 seconds
self->AddTimer("SmashCounterweight", 2.0f);
} else if (timerName == "SmashCounterweight") {
// Get the counterweight and make sure it still exists
auto* counterweight = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(u"Counterweight"));
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if (counterweight == nullptr) {
return;
}
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// Smash the counterweight
counterweight->Smash();
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// Get the button and make sure it still exists
auto* button = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(u"Button"));
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if (button == nullptr) {
return;
}
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// Play the 'up' animation on the button
RenderComponent::PlayAnimation(button, u"up");
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// Setup a timer named 'CageClosed' to be triggered in 1 second
self->AddTimer("CageClosed", 1.0f);
} else if (timerName == "CageClosed") {
// play the idle closed anim
RenderComponent::PlayAnimation(self, u"idle");
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// Setup a timer named 'ResetPrison' to be triggered in 10 seconds
self->AddTimer("ResetPrison", 10.0f);
} else if (timerName == "ResetPrison") {
Setup(self, self->GetVar<Spawner*>(u"CWSpawner"));
}
}