mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-12-23 14:03:34 +00:00
78 lines
2.5 KiB
C++
78 lines
2.5 KiB
C++
|
#include "CatapultBaseServer.h"
|
||
|
#include "GameMessages.h"
|
||
|
#include "EntityManager.h"
|
||
|
#include "dZoneManager.h"
|
||
|
|
||
|
|
||
|
void CatapultBaseServer::OnNotifyObject(Entity *self, Entity *sender, const std::string& name, int32_t param1, int32_t param2)
|
||
|
{
|
||
|
if (name == "BouncerBuilt")
|
||
|
{
|
||
|
// start a timer for the arm to player the with bouncer animation
|
||
|
self->AddTimer("PlatAnim", .75);
|
||
|
|
||
|
// set the bouncer so we can use it later
|
||
|
self->SetVar(u"Bouncer", sender->GetObjectID());
|
||
|
|
||
|
GameMessages::SendBouncerActiveStatus(sender->GetObjectID(), true, UNASSIGNED_SYSTEM_ADDRESS);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CatapultBaseServer::OnTimerDone(Entity* self, std::string timerName)
|
||
|
{
|
||
|
if (timerName == "PlatAnim")
|
||
|
{
|
||
|
// get the arm asset
|
||
|
const auto arm = EntityManager::Instance()->GetEntitiesInGroup(self->GetVarAsString(u"ArmGroup"));
|
||
|
|
||
|
// tell the arm to the play the platform animation, which is just the arm laying there but with bouncer
|
||
|
for (auto* obj : arm)
|
||
|
{
|
||
|
GameMessages::SendPlayAnimation(obj, u"idle-platform");
|
||
|
GameMessages::SendPlayNDAudioEmitter(obj, UNASSIGNED_SYSTEM_ADDRESS, "{8cccf912-69e3-4041-a20b-63e4afafc993}");
|
||
|
// set the art so we can use it again
|
||
|
self->SetVar(u"Arm", obj->GetObjectID());
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
// start a timer till the bouncer actually bounces
|
||
|
self->AddTimer("bounce", 3);
|
||
|
}
|
||
|
else if (timerName == "launchAnim")
|
||
|
{
|
||
|
// get the arm asset
|
||
|
auto* arm = EntityManager::Instance()->GetEntity(self->GetVar<LWOOBJID>(u"Arm"));
|
||
|
if (arm == nullptr) return;
|
||
|
|
||
|
// tell the arm to player the launcher animation
|
||
|
auto animTime = 1;
|
||
|
self->AddTimer("resetArm", animTime);
|
||
|
GameMessages::SendPlayAnimation(arm, u"launch");
|
||
|
}
|
||
|
else if (timerName == "bounce")
|
||
|
{
|
||
|
auto* bouncer = EntityManager::Instance()->GetEntity(self->GetVar<LWOOBJID>(u"Bouncer"));
|
||
|
if (bouncer == nullptr) return;
|
||
|
|
||
|
// bounce all players
|
||
|
bouncer->NotifyObject(bouncer, "bounceAllInProximity"); // Likely to trigger server side bounce, bodging this
|
||
|
// add a delay to play the animation
|
||
|
self->AddTimer("launchAnim", .3);
|
||
|
}
|
||
|
else if (timerName == "resetArm")
|
||
|
{
|
||
|
auto* arm = EntityManager::Instance()->GetEntity(self->GetVar<LWOOBJID>(u"Arm"));
|
||
|
if (arm == nullptr) return;
|
||
|
|
||
|
// set the arm back to natural state
|
||
|
GameMessages::SendPlayAnimation(arm, u"idle");
|
||
|
|
||
|
auto* bouncer = EntityManager::Instance()->GetEntity(self->GetVar<LWOOBJID>(u"Bouncer"));
|
||
|
if (bouncer == nullptr) return;
|
||
|
|
||
|
// kill the bouncer
|
||
|
GameMessages::SendNotifyClientObject(bouncer->GetObjectID(), u"TimeToDie");
|
||
|
bouncer->Smash(self->GetObjectID(), VIOLENT);
|
||
|
}
|
||
|
}
|