2021-12-05 17:54:36 +00:00
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#include "BuildBorderComponent.h"
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#include "EntityManager.h"
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#include "GameMessages.h"
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#include "Entity.h"
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#include "Game.h"
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#include "dLogger.h"
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#include "InventoryComponent.h"
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#include "Item.h"
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#include "PropertyManagementComponent.h"
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BuildBorderComponent::BuildBorderComponent(Entity* parent) : Component(parent) {
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}
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BuildBorderComponent::~BuildBorderComponent() {
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}
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void BuildBorderComponent::OnUse(Entity* originator) {
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if (originator->GetCharacter()) {
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const auto& entities = EntityManager::Instance()->GetEntitiesInGroup("PropertyPlaque");
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2023-06-07 01:59:53 +00:00
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auto buildArea = m_OwningEntity->GetObjectID();
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2021-12-05 17:54:36 +00:00
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if (!entities.empty()) {
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buildArea = entities[0]->GetObjectID();
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2022-07-25 02:26:51 +00:00
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Game::logger->Log("BuildBorderComponent", "Using PropertyPlaque");
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2021-12-05 17:54:36 +00:00
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}
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auto* inventoryComponent = originator->GetComponent<InventoryComponent>();
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if (inventoryComponent == nullptr) {
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return;
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}
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auto* thinkingHat = inventoryComponent->FindItemByLot(6086);
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if (thinkingHat == nullptr) {
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return;
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}
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2022-07-06 08:30:13 +00:00
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inventoryComponent->PushEquippedItems();
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2022-07-25 02:26:51 +00:00
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Game::logger->Log("BuildBorderComponent", "Starting with %llu", buildArea);
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2021-12-05 17:54:36 +00:00
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if (PropertyManagementComponent::Instance() != nullptr) {
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GameMessages::SendStartArrangingWithItem(
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originator,
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originator->GetSystemAddress(),
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true,
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buildArea,
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originator->GetPosition(),
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0,
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thinkingHat->GetId(),
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thinkingHat->GetLot(),
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4,
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0,
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-1,
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NiPoint3::ZERO,
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0
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);
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} else {
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GameMessages::SendStartArrangingWithItem(originator, originator->GetSystemAddress(), true, buildArea, originator->GetPosition());
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}
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2023-06-07 01:59:53 +00:00
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InventoryComponent* inv = m_OwningEntity->GetComponent<InventoryComponent>();
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2021-12-05 17:54:36 +00:00
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if (!inv) return;
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inv->PushEquippedItems(); // technically this is supposed to happen automatically... but it doesnt? so just keep this here
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}
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}
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