DarkflameServer/dScripts/ai/FV/TriggerGas.cpp

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#include "TriggerGas.h"
#include "InventoryComponent.h"
#include "SkillComponent.h"
#include "Entity.h"
#include "Logger.h"
void TriggerGas::OnStartup(Entity* self) {
self->AddTimer(this->m_TimerName, this->m_Time);
}
void TriggerGas::OnCollisionPhantom(Entity* self, Entity* target) {
if (!target->IsPlayer()) return;
auto players = self->GetVar<std::vector<Entity*>>(u"players");
players.push_back(target);
self->SetVar(u"players", players);
}
void TriggerGas::OnOffCollisionPhantom(Entity* self, Entity* target) {
auto players = self->GetVar<std::vector<Entity*>>(u"players");
if (!target->IsPlayer() || players.empty()) return;
auto position = std::find(players.begin(), players.end(), target);
if (position != players.end()) players.erase(position);
self->SetVar(u"players", players);
}
void TriggerGas::OnTimerDone(Entity* self, std::string timerName) {
if (timerName != this->m_TimerName) return;
auto players = self->GetVar<std::vector<Entity*>>(u"players");
for (auto player : players) {
if (player->GetIsDead() || !player){
auto position = std::find(players.begin(), players.end(), player);
if (position != players.end()) players.erase(position);
continue;
}
auto inventoryComponent = player->GetComponent<InventoryComponent>();
if (inventoryComponent) {
if (!inventoryComponent->IsEquipped(this->m_MaelstromHelmet)) {
auto* skillComponent = self->GetComponent<SkillComponent>();
if (skillComponent) {
skillComponent->CastSkill(this->m_FogDamageSkill, player->GetObjectID());
}
}
}
}
self->SetVar(u"players", players);
self->AddTimer(this->m_TimerName, this->m_Time);
}