mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-25 15:07:28 +00:00
71 lines
2.1 KiB
C++
71 lines
2.1 KiB
C++
|
#include "FvHorsemenTrigger.h"
|
||
|
#include "EntityManager.h"
|
||
|
#include "MissionComponent.h"
|
||
|
|
||
|
void FvHorsemenTrigger::OnStartup(Entity* self)
|
||
|
{
|
||
|
self->SetProximityRadius(40, "horsemenTrigger");
|
||
|
|
||
|
self->SetVar<std::vector<LWOOBJID>>(u"players", {});
|
||
|
}
|
||
|
|
||
|
void FvHorsemenTrigger::OnProximityUpdate(Entity* self, Entity* entering, std::string name, std::string status)
|
||
|
{
|
||
|
Game::logger->Log("FvHorsemenTrigger", "Proximity update\n");
|
||
|
|
||
|
if (name != "horsemenTrigger" || !entering->IsPlayer())
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
auto players = self->GetVar<std::vector<LWOOBJID>>(u"players");
|
||
|
|
||
|
const auto& iter = std::find(players.begin(), players.end(), entering->GetObjectID());
|
||
|
|
||
|
if (status == "ENTER" && iter == players.end())
|
||
|
{
|
||
|
Game::logger->Log("FvHorsemenTrigger", "Proximity enter\n");
|
||
|
players.push_back(entering->GetObjectID());
|
||
|
}
|
||
|
else if (status == "LEAVE" && iter != players.end())
|
||
|
{
|
||
|
Game::logger->Log("FvHorsemenTrigger", "Proximity leave\n");
|
||
|
players.erase(iter);
|
||
|
}
|
||
|
|
||
|
self->SetVar<std::vector<LWOOBJID>>(u"players", players);
|
||
|
}
|
||
|
|
||
|
void
|
||
|
FvHorsemenTrigger::OnFireEventServerSide(Entity *self, Entity *sender, std::string args, int32_t param1, int32_t param2,
|
||
|
int32_t param3)
|
||
|
{
|
||
|
auto players = self->GetVar<std::vector<LWOOBJID>>(u"players");
|
||
|
|
||
|
Game::logger->Log("FvHorsemenTrigger", "Got event %s with %i players\n", args.c_str(), players.size());
|
||
|
if (args == "HorsemenDeath")
|
||
|
{
|
||
|
for (const auto& playerId : self->GetVar<std::vector<LWOOBJID>>(u"players"))
|
||
|
{
|
||
|
auto* player = EntityManager::Instance()->GetEntity(playerId);
|
||
|
|
||
|
if (player == nullptr)
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
auto* missionComponent = player->GetComponent<MissionComponent>();
|
||
|
|
||
|
if (missionComponent == nullptr)
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
for (const auto missionId : m_Missions)
|
||
|
{
|
||
|
missionComponent->ForceProgressTaskType(missionId, 1, 1);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|