DarkflameServer/dScripts/TokenConsoleServer.cpp

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#include "TokenConsoleServer.h"
#include "InventoryComponent.h"
#include "Item.h"
#include "GameMessages.h"
#include "Character.h"
#include "dCommonVars.h"
//2021-05-03 - max - added script, omitted some parts related to inheritance in lua which we don't need
void TokenConsoleServer::OnUse(Entity* self, Entity* user) {
auto* inv = static_cast<InventoryComponent*>(user->GetComponent(COMPONENT_TYPE_INVENTORY));
//make sure the user has the required amount of infected bricks
if (inv && inv->GetLotCount(6194) >= bricksToTake) {
//yeet the bricks
inv->RemoveItem(6194, bricksToTake);
//play sound
GameMessages::SendPlayNDAudioEmitter(self, user->GetSystemAddress(), "947d0d52-c7f8-4516-8dee-e1593a7fd1d1");
//figure out which faction the player belongs to:
auto character = user->GetCharacter();
if (!character) return;
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// At this point the player has to be in a faction.
LOT tokenLOT = 0;
if (character->GetPlayerFlag(ePlayerFlags::VENTURE_FACTION)) //venture
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tokenLOT = 8321;
else if (character->GetPlayerFlag(ePlayerFlags::ASSEMBLY_FACTION)) //assembly
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tokenLOT = 8318;
else if (character->GetPlayerFlag(ePlayerFlags::PARADOX_FACTION)) //paradox
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tokenLOT = 8320;
else if (character->GetPlayerFlag(ePlayerFlags::SENTINEL_FACTION)) //sentinel
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tokenLOT = 8319;
inv->AddItem(tokenLOT, tokensToGive, eInventoryType::INVALID, {}, 0LL, true, false, 0LL, eInventoryType::INVALID, 0, false, -1, eLootSourceType::LOOT_SOURCE_NONE);
}
GameMessages::SendTerminateInteraction(user->GetObjectID(), eTerminateType::FROM_INTERACTION, self->GetObjectID());
}