DarkflameServer/dScripts/02_server/Map/AM/AmDrawBridge.cpp

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#include "AmDrawBridge.h"
#include "EntityManager.h"
#include "GameMessages.h"
#include "SimplePhysicsComponent.h"
#include "eTerminateType.h"
void AmDrawBridge::OnStartup(Entity* self) {
self->SetNetworkVar(u"InUse", false);
self->SetVar(u"BridgeDown", false);
}
void AmDrawBridge::OnUse(Entity* self, Entity* user) {
auto* bridge = GetBridge(self);
if (bridge == nullptr) {
return;
}
if (!self->GetNetworkVar<bool>(u"InUse")) {
self->SetNetworkVar(u"startEffect", 5);
self->AddTimer("ChangeBridge", 5);
self->SetNetworkVar(u"InUse", true);
}
auto* player = user;
GameMessages::SendTerminateInteraction(player->GetObjectID(), eTerminateType::FROM_INTERACTION, self->GetObjectID());
}
void AmDrawBridge::OnTimerDone(Entity* self, std::string timerName) {
if (timerName == "ChangeBridge") {
auto* bridge = GetBridge(self);
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if (bridge == nullptr) {
return;
}
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if (!self->GetVar<bool>(u"BridgeDown")) {
self->SetVar(u"BridgeDown", true);
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MoveBridgeDown(self, bridge, true);
} else {
self->SetVar(u"BridgeDown", false);
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MoveBridgeDown(self, bridge, false);
}
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self->SetNetworkVar(u"BridgeLeaving", true);
self->SetVar(u"BridgeDown", false);
} else if (timerName == "SmashEffectBridge") {
self->SetNetworkVar(u"SmashBridge", 5);
} else if (timerName == "rotateBridgeDown") {
auto* bridge = GetBridge(self);
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if (bridge == nullptr) {
return;
}
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self->SetNetworkVar(u"BridgeLeaving", false);
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auto* simplePhysicsComponent = bridge->GetComponent<SimplePhysicsComponent>();
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if (simplePhysicsComponent == nullptr) {
return;
}
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simplePhysicsComponent->SetAngularVelocity(NiPoint3::ZERO);
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Game::entityManager->SerializeEntity(bridge);
}
}
void AmDrawBridge::OnNotifyObject(Entity* self, Entity* sender, const std::string& name, int32_t param1, int32_t param2) {
if (name == "BridgeBuilt") {
self->SetVar(u"BridgeID", sender->GetObjectID());
self->AddTimer("SmashEffectBridge", 45);
self->SetNetworkVar(u"BridgeDead", true);
sender->AddDieCallback([this, self, sender]() {
NotifyDie(self, sender);
});
}
}
void AmDrawBridge::MoveBridgeDown(Entity* self, Entity* bridge, bool down) {
auto* simplePhysicsComponent = bridge->GetComponent<SimplePhysicsComponent>();
if (simplePhysicsComponent == nullptr) {
return;
}
auto forwardVect = simplePhysicsComponent->GetRotation().GetForwardVector();
auto degrees = down ? 90.0f : -90.0f;
const auto travelTime = 2.0f;
forwardVect = forwardVect * (float)((degrees / travelTime) * (3.14f / 180.0f));
simplePhysicsComponent->SetAngularVelocity(forwardVect);
Game::entityManager->SerializeEntity(bridge);
self->AddTimer("rotateBridgeDown", travelTime);
}
void AmDrawBridge::NotifyDie(Entity* self, Entity* other) {
self->SetNetworkVar(u"InUse", false);
self->SetVar(u"BridgeDown", false);
self->CancelAllTimers();
}
Entity* AmDrawBridge::GetBridge(Entity* self) {
const auto bridgeID = self->GetVar<LWOOBJID>(u"BridgeID");
return Game::entityManager->GetEntity(bridgeID);
}