DarkflameServer/dGame/dComponents/BuildBorderComponent.cpp

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#include "BuildBorderComponent.h"
#include "EntityManager.h"
#include "GameMessages.h"
#include "Entity.h"
#include "Game.h"
#include "dLogger.h"
#include "InventoryComponent.h"
#include "Item.h"
#include "PropertyManagementComponent.h"
BuildBorderComponent::BuildBorderComponent(Entity* parent) : Component(parent)
{
}
BuildBorderComponent::~BuildBorderComponent()
{
}
void BuildBorderComponent::OnUse(Entity* originator) {
if (originator->GetCharacter()) {
const auto& entities = EntityManager::Instance()->GetEntitiesInGroup("PropertyPlaque");
auto buildArea = m_Parent->GetObjectID();
if (!entities.empty())
{
buildArea = entities[0]->GetObjectID();
Game::logger->Log("BuildBorderComponent", "Using PropertyPlaque\n");
}
auto* inventoryComponent = originator->GetComponent<InventoryComponent>();
if (inventoryComponent == nullptr) {
return;
}
auto* thinkingHat = inventoryComponent->FindItemByLot(6086);
if (thinkingHat == nullptr) {
return;
}
inventoryComponent->PushEquippedItems();
Game::logger->Log("BuildBorderComponent", "Starting with %llu\n", buildArea);
if (PropertyManagementComponent::Instance() != nullptr) {
GameMessages::SendStartArrangingWithItem(
originator,
originator->GetSystemAddress(),
true,
buildArea,
originator->GetPosition(),
0,
thinkingHat->GetId(),
thinkingHat->GetLot(),
4,
0,
-1,
NiPoint3::ZERO,
0
);
}
else {
GameMessages::SendStartArrangingWithItem(originator, originator->GetSystemAddress(), true, buildArea, originator->GetPosition());
}
InventoryComponent* inv = m_Parent->GetComponent<InventoryComponent>();
if (!inv) return;
inv->PushEquippedItems(); // technically this is supposed to happen automatically... but it doesnt? so just keep this here
}
}