DarkflameServer/dScripts/ai/GENERAL/LegoDieRoll.cpp

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#include "LegoDieRoll.h"
#include "Entity.h"
#include "GameMessages.h"
#include "MissionComponent.h"
#include "RenderComponent.h"
#include "eMissionState.h"
void LegoDieRoll::OnStartup(Entity* self) {
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self->AddTimer("DoneRolling", 10.0f);
self->AddTimer("ThrowDice", LegoDieRoll::animTime);
}
void LegoDieRoll::OnTimerDone(Entity* self, std::string timerName) {
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if (timerName == "DoneRolling") {
self->Smash(self->GetObjectID(), eKillType::SILENT);
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} else if (timerName == "ThrowDice") {
int dieRoll = GeneralUtils::GenerateRandomNumber<int>(1, 6);
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switch (dieRoll) {
case 1:
RenderComponent::PlayAnimation(self, u"roll-die-1");
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break;
case 2:
RenderComponent::PlayAnimation(self, u"roll-die-2");
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break;
case 3:
RenderComponent::PlayAnimation(self, u"roll-die-3");
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break;
case 4:
RenderComponent::PlayAnimation(self, u"roll-die-4");
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break;
case 5:
RenderComponent::PlayAnimation(self, u"roll-die-5");
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break;
case 6:
{
RenderComponent::PlayAnimation(self, u"roll-die-6");
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// tracking the It's Truly Random Achievement
auto* owner = self->GetOwner();
auto* missionComponent = owner->GetComponent<MissionComponent>();
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if (missionComponent != nullptr) {
const auto rollMissionState = missionComponent->GetMissionState(756);
if (rollMissionState == eMissionState::ACTIVE) {
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missionComponent->ForceProgress(756, 1103, 1);
}
}
break;
}
default:
break;
}
}
}