DarkflameServer/dScripts/AmDropshipComputer.cpp

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#include "AmDropshipComputer.h"
#include "MissionComponent.h"
#include "RebuildComponent.h"
#include "InventoryComponent.h"
#include "GameMessages.h"
#include "dZoneManager.h"
void AmDropshipComputer::OnStartup(Entity* self)
{
self->AddTimer("reset", 45.0f);
}
void AmDropshipComputer::OnUse(Entity* self, Entity* user)
{
auto* rebuildComponent = self->GetComponent<RebuildComponent>();
if (rebuildComponent == nullptr || rebuildComponent->GetState() != REBUILD_COMPLETED)
{
return;
}
auto* missionComponent = user->GetComponent<MissionComponent>();
auto* inventoryComponent = user->GetComponent<InventoryComponent>();
if (missionComponent == nullptr || inventoryComponent == nullptr)
{
return;
}
if (inventoryComponent->GetLotCount(12323) != 0)
{
return;
}
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inventoryComponent->AddItem(12323, 1, eInventoryType::INVALID, {}, 0LL, true, false, 0LL, eInventoryType::INVALID, 0, false, -1, eLootSourceType::LOOT_SOURCE_ACTIVITY);
}
void AmDropshipComputer::OnDie(Entity* self, Entity* killer)
{
const auto myGroup = GeneralUtils::UTF16ToWTF8(self->GetVar<std::u16string>(u"spawner_name"));
int32_t pipeNum = 0;
if (!GeneralUtils::TryParse<int32_t>(myGroup.substr(10, 1), pipeNum))
{
return;
}
const auto pipeGroup = myGroup.substr(0, 10);
const auto nextPipeNum = pipeNum + 1;
const auto samePipeSpawners = dZoneManager::Instance()->GetSpawnersByName(myGroup);
if (!samePipeSpawners.empty())
{
samePipeSpawners[0]->SoftReset();
samePipeSpawners[0]->Deactivate();
}
if (killer != nullptr && killer->IsPlayer())
{
const auto nextPipe = pipeGroup + std::to_string(nextPipeNum);
const auto nextPipeSpawners = dZoneManager::Instance()->GetSpawnersByName(nextPipe);
if (!nextPipeSpawners.empty())
{
nextPipeSpawners[0]->Activate();
}
}
else
{
const auto nextPipe = pipeGroup + "1";
const auto firstPipeSpawners = dZoneManager::Instance()->GetSpawnersByName(nextPipe);
if (!firstPipeSpawners.empty())
{
firstPipeSpawners[0]->Activate();
}
}
}
void AmDropshipComputer::OnTimerDone(Entity* self, std::string timerName)
{
auto* rebuildComponent = self->GetComponent<RebuildComponent>();
if (rebuildComponent == nullptr)
{
return;
}
if (timerName == "reset" && rebuildComponent->GetState() == REBUILD_OPEN)
{
self->Smash(self->GetObjectID(), SILENT);
}
}