DarkflameServer/dScripts/ScriptedPowerupSpawner.cpp

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#include "ScriptedPowerupSpawner.h"
#include "RenderComponent.h"
#include "EntityManager.h"
#include "Loot.h"
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void ScriptedPowerupSpawner::OnTemplateStartup(Entity* self) {
self->SetVar<uint32_t>(u"currentCycle", 1);
self->AddTimer("timeToSpawn", self->GetVar<float_t>(u"delayToFirstCycle"));
}
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void ScriptedPowerupSpawner::OnTimerDone(Entity* self, std::string message) {
if (message == "die") {
self->Smash();
} else if (message == "timeToSpawn") {
const auto itemLOT = self->GetVar<LOT>(u"lootLOT");
// Build drop table
std::unordered_map<LOT, int32_t> drops;
drops.emplace(itemLOT, 1);
// Spawn the required number of powerups
auto* owner = EntityManager::Instance()->GetEntity(self->GetSpawnerID());
if (owner != nullptr) {
auto* renderComponent = self->GetComponent<RenderComponent>();
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for (auto i = 0; i < self->GetVar<uint32_t>(u"numberOfPowerups"); i++) {
if (renderComponent != nullptr) {
renderComponent->PlayEffect(0, u"cast", "N_cast");
}
LootGenerator::Instance().DropLoot(owner, self, drops, 0, 0);
}
// Increment the current cycle
if (self->GetVar<uint32_t>(u"currentCycle") < self->GetVar<uint32_t>(u"numCycles")) {
self->AddTimer("timeToSpawn", self->GetVar<float_t>(u"secPerCycle"));
self->SetVar<uint32_t>(u"currentCycle", self->GetVar<uint32_t>(u"currentCycle") + 1);
}
// Kill if this was the last cycle
if (self->GetVar<uint32_t>(u"currentCycle") >= self->GetVar<uint32_t>(u"numCycles")) {
self->AddTimer("die", self->GetVar<float_t>(u"deathDelay"));
}
}
}
}