DarkflameServer/dScripts/ai/FV/ActParadoxPipeFix.cpp

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#include "ActParadoxPipeFix.h"
#include "EntityManager.h"
#include "RebuildComponent.h"
#include "GameMessages.h"
#include "MissionComponent.h"
#include "eEndBehavior.h"
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void ActParadoxPipeFix::OnRebuildComplete(Entity* self, Entity* target) {
const auto myGroup = "AllPipes";
const auto groupObjs = EntityManager::Instance()->GetEntitiesInGroup(myGroup);
auto indexCount = 0;
self->SetVar(u"PlayerID", target->GetObjectID());
for (auto* object : groupObjs) {
if (object == self) {
continue;
}
auto* rebuildComponent = object->GetComponent<RebuildComponent>();
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if (rebuildComponent->GetState() == eRebuildState::COMPLETED) {
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indexCount++;
}
}
if (indexCount >= 2) {
const auto refinery = EntityManager::Instance()->GetEntitiesInGroup("Paradox");
if (!refinery.empty()) {
GameMessages::SendPlayFXEffect(refinery[0]->GetObjectID(), 3999, u"create", "pipeFX");
}
for (auto* object : groupObjs) {
auto* player = EntityManager::Instance()->GetEntity(object->GetVar<LWOOBJID>(u"PlayerID"));
if (player != nullptr) {
auto* missionComponent = player->GetComponent<MissionComponent>();
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if (missionComponent != nullptr) {
missionComponent->ForceProgressTaskType(769, 1, 1, false);
}
GameMessages::SendPlayCinematic(player->GetObjectID(), u"ParadoxPipeFinish", player->GetSystemAddress(), true, true, false, false, eEndBehavior::RETURN, false, 2.0f);
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}
object->SetVar(u"PlayerID", LWOOBJID_EMPTY);
}
}
}
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void ActParadoxPipeFix::OnRebuildNotifyState(Entity* self, eRebuildState state) {
if (state == eRebuildState::RESETTING) {
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const auto refinery = EntityManager::Instance()->GetEntitiesInGroup("Paradox");
if (!refinery.empty()) {
GameMessages::SendStopFXEffect(refinery[0], true, "pipeFX");
}
}
}