DarkflameServer/dScripts/ai/GENERAL/LegoDieRoll.cpp

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#include "LegoDieRoll.h"
#include "Entity.h"
#include "GameMessages.h"
#include "MissionComponent.h"
#include "eMissionState.h"
void LegoDieRoll::OnStartup(Entity* self) {
self->AddTimer("DoneRolling", 10.0f);
self->AddTimer("ThrowDice", LegoDieRoll::animTime);
}
void LegoDieRoll::OnTimerDone(Entity* self, std::string timerName) {
if (timerName == "DoneRolling") {
self->Smash(self->GetObjectID(), SILENT);
} else if (timerName == "ThrowDice") {
int dieRoll = GeneralUtils::GenerateRandomNumber<int>(1, 6);
switch (dieRoll) {
case 1:
GameMessages::SendPlayAnimation(self, u"roll-die-1");
break;
case 2:
GameMessages::SendPlayAnimation(self, u"roll-die-2");
break;
case 3:
GameMessages::SendPlayAnimation(self, u"roll-die-3");
break;
case 4:
GameMessages::SendPlayAnimation(self, u"roll-die-4");
break;
case 5:
GameMessages::SendPlayAnimation(self, u"roll-die-5");
break;
case 6:
{
GameMessages::SendPlayAnimation(self, u"roll-die-6");
// tracking the It's Truly Random Achievement
auto* owner = self->GetOwner();
auto* missionComponent = owner->GetComponent<MissionComponent>();
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if (missionComponent != nullptr) {
const auto rollMissionState = missionComponent->GetMissionState(756);
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if (rollMissionState == eMissionState::ACTIVE) {
missionComponent->ForceProgress(756, 1103, 1);
}
}
break;
}
default:
break;
}
}
}