mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-12-23 22:13:35 +00:00
73 lines
1.7 KiB
C++
73 lines
1.7 KiB
C++
|
#include "BuildBorderComponent.h"
|
||
|
|
||
|
#include "EntityManager.h"
|
||
|
#include "GameMessages.h"
|
||
|
#include "Entity.h"
|
||
|
#include "Game.h"
|
||
|
#include "dLogger.h"
|
||
|
#include "InventoryComponent.h"
|
||
|
#include "Item.h"
|
||
|
#include "PropertyManagementComponent.h"
|
||
|
|
||
|
BuildBorderComponent::BuildBorderComponent(Entity* parent) : Component(parent)
|
||
|
{
|
||
|
}
|
||
|
|
||
|
BuildBorderComponent::~BuildBorderComponent()
|
||
|
{
|
||
|
}
|
||
|
|
||
|
void BuildBorderComponent::OnUse(Entity* originator) {
|
||
|
if (originator->GetCharacter()) {
|
||
|
const auto& entities = EntityManager::Instance()->GetEntitiesInGroup("PropertyPlaque");
|
||
|
|
||
|
auto buildArea = m_Parent->GetObjectID();
|
||
|
|
||
|
if (!entities.empty())
|
||
|
{
|
||
|
buildArea = entities[0]->GetObjectID();
|
||
|
|
||
|
Game::logger->Log("BuildBorderComponent", "Using PropertyPlaque\n");
|
||
|
}
|
||
|
|
||
|
auto* inventoryComponent = originator->GetComponent<InventoryComponent>();
|
||
|
|
||
|
if (inventoryComponent == nullptr) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
auto* thinkingHat = inventoryComponent->FindItemByLot(6086);
|
||
|
|
||
|
if (thinkingHat == nullptr) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
Game::logger->Log("BuildBorderComponent", "Starting with %llu\n", buildArea);
|
||
|
|
||
|
if (PropertyManagementComponent::Instance() != nullptr) {
|
||
|
GameMessages::SendStartArrangingWithItem(
|
||
|
originator,
|
||
|
originator->GetSystemAddress(),
|
||
|
true,
|
||
|
buildArea,
|
||
|
originator->GetPosition(),
|
||
|
0,
|
||
|
thinkingHat->GetId(),
|
||
|
thinkingHat->GetLot(),
|
||
|
4,
|
||
|
0,
|
||
|
-1,
|
||
|
NiPoint3::ZERO,
|
||
|
0
|
||
|
);
|
||
|
}
|
||
|
else {
|
||
|
GameMessages::SendStartArrangingWithItem(originator, originator->GetSystemAddress(), true, buildArea, originator->GetPosition());
|
||
|
}
|
||
|
|
||
|
InventoryComponent* inv = m_Parent->GetComponent<InventoryComponent>();
|
||
|
if (!inv) return;
|
||
|
inv->PushEquippedItems(); // technically this is supposed to happen automatically... but it doesnt? so just keep this here
|
||
|
}
|
||
|
}
|