2021-12-05 17:54:36 +00:00
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#include "CharacterComponent.h"
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2022-02-05 11:28:17 +00:00
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#include "DestroyableComponent.h"
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2021-12-05 17:54:36 +00:00
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#include "EntityManager.h"
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2022-02-05 11:28:17 +00:00
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#include "FvRaceSmashEggImagineServer.h"
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2021-12-05 17:54:36 +00:00
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#include "PossessableComponent.h"
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2022-02-05 11:28:17 +00:00
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#include "RacingTaskParam.h"
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2022-06-23 05:19:49 +00:00
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#include "MissionComponent.h"
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#include "MissionTaskType.h"
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2021-12-05 17:54:36 +00:00
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void FvRaceSmashEggImagineServer::OnDie(Entity *self, Entity *killer) {
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if (killer != nullptr) {
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auto* destroyableComponent = killer->GetComponent<DestroyableComponent>();
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if (destroyableComponent != nullptr) {
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destroyableComponent->SetImagination(destroyableComponent->GetImagination() + 10);
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EntityManager::Instance()->SerializeEntity(killer);
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}
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2022-02-05 11:28:17 +00:00
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// get possessor to progress statistics and tasks.
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2021-12-05 17:54:36 +00:00
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auto* possessableComponent = killer->GetComponent<PossessableComponent>();
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if (possessableComponent != nullptr) {
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auto* possessor = EntityManager::Instance()->GetEntity(possessableComponent->GetPossessor());
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if (possessor != nullptr) {
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2022-02-05 11:28:17 +00:00
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auto* missionComponent = possessor->GetComponent<MissionComponent>();
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2021-12-05 17:54:36 +00:00
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auto* characterComponent = possessor->GetComponent<CharacterComponent>();
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if (characterComponent != nullptr) {
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characterComponent->UpdatePlayerStatistic(ImaginationPowerUpsCollected);
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characterComponent->UpdatePlayerStatistic(RacingSmashablesSmashed);
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}
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2022-02-05 11:28:17 +00:00
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if (missionComponent == nullptr) return;
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2022-02-06 22:28:37 +00:00
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// Dragon eggs have their own smash server so we handle mission progression for them here.
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missionComponent->Progress(MissionTaskType::MISSION_TASK_TYPE_RACING, 0, (LWOOBJID)RacingTaskParam::RACING_TASK_PARAM_SMASHABLES);
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missionComponent->Progress(MissionTaskType::MISSION_TASK_TYPE_RACING, self->GetLOT(), (LWOOBJID)RacingTaskParam::RACING_TASK_PARAM_SMASH_SPECIFIC_SMASHABLE);
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2021-12-05 17:54:36 +00:00
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}
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}
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}
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}
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