DarkflameServer/dScripts/TriggerAmbush.cpp

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