2021-12-05 17:54:36 +00:00
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#include "TriggerAmbush.h"
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#include "dZoneManager.h"
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2022-06-22 08:22:59 +00:00
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#include "dLogger.h"
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2021-12-05 17:54:36 +00:00
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#include "EntityManager.h"
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void TriggerAmbush::OnStartup(Entity* self)
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{
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self->SetProximityRadius(20, "ambush");
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}
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void TriggerAmbush::OnProximityUpdate(Entity* self, Entity* entering, std::string name, std::string status)
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{
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if (name != "ambush" || status != "ENTER" || !entering->IsPlayer()) return;
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Game::logger->Log("TriggerAmbush", "Got ambush collision!\n");
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if (self->GetVar<bool>(u"triggered")) return;
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self->SetVar(u"triggered", true);
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Game::logger->Log("TriggerAmbush", "Triggering ambush!\n");
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const auto spawners = dZoneManager::Instance()->GetSpawnersByName("Ambush");
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for (auto* spawner : spawners)
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{
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Game::logger->Log("TriggerAmbush", "Triggering ambush on spawner!\n");
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spawner->Activate();
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}
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self->AddTimer("TriggeredTimer", 45);
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}
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void TriggerAmbush::OnTimerDone(Entity* self, std::string timerName)
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{
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if (timerName != "TriggeredTimer") return;
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self->SetVar(u"triggered", false);
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const auto spawners = dZoneManager::Instance()->GetSpawnersByName("Ambush");
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for (auto* spawner : spawners)
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{
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spawner->Reset();
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spawner->Deactivate();
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}
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}
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