DarkflameServer/dScripts/02_server/Equipment/BootyDigServer.cpp

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#include "BootyDigServer.h"
#include "EntityManager.h"
#include "RenderComponent.h"
#include "MissionComponent.h"
#include "eMissionTaskType.h"
#include "eMissionState.h"
#include "Loot.h"
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void BootyDigServer::OnStartup(Entity* self) {
auto* zoneControlObject = EntityManager::Instance()->GetZoneControlEntity();
if (zoneControlObject != nullptr) {
zoneControlObject->OnFireEventServerSide(self, "CheckForPropertyOwner");
}
}
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void BootyDigServer::OnPlayerLoaded(Entity* self, Entity* player) {
auto* zoneControlObject = EntityManager::Instance()->GetZoneControlEntity();
if (zoneControlObject != nullptr) {
zoneControlObject->OnFireEventServerSide(self, "CheckForPropertyOwner");
}
}
void
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BootyDigServer::OnFireEventServerSide(Entity* self, Entity* sender, std::string args, int32_t param1, int32_t param2,
int32_t param3) {
auto propertyOwner = self->GetNetworkVar<std::string>(u"PropertyOwnerID");
auto* player = self->GetParentEntity();
if (player == nullptr)
return;
if (args == "ChestReady" && (propertyOwner == std::to_string(LWOOBJID_EMPTY) || player->GetVar<bool>(u"bootyDug"))) {
self->Smash(self->GetObjectID(), eKillType::SILENT);
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} else if (args == "ChestOpened") {
// Make sure players only dig up one booty per instance
player->SetVar<bool>(u"bootyDug", true);
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auto missionComponent = player->GetComponent<MissionComponent>();
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if (missionComponent != nullptr) {
auto* mission = missionComponent->GetMission(1881);
if (mission != nullptr && (mission->GetMissionState() == eMissionState::ACTIVE || mission->GetMissionState() == eMissionState::COMPLETE_ACTIVE)) {
mission->Progress(eMissionTaskType::SCRIPT, self->GetLOT());
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auto renderComponent = self->GetComponent<RenderComponent>();
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if (renderComponent != nullptr)
renderComponent->PlayEffect(7730, u"cast", "bootyshine");
LootGenerator::Instance().DropLoot(player, self, 231, 75, 75);
}
}
} else if (args == "ChestDead") {
self->Smash(player->GetObjectID(), eKillType::SILENT);
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}
}