mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-08-05 18:24:12 +00:00
Public release of the DLU server code!
Have fun!
This commit is contained in:
77
dScripts/CatapultBaseServer.cpp
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77
dScripts/CatapultBaseServer.cpp
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#include "CatapultBaseServer.h"
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#include "GameMessages.h"
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#include "EntityManager.h"
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#include "dZoneManager.h"
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void CatapultBaseServer::OnNotifyObject(Entity *self, Entity *sender, const std::string& name, int32_t param1, int32_t param2)
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{
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if (name == "BouncerBuilt")
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{
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// start a timer for the arm to player the with bouncer animation
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self->AddTimer("PlatAnim", .75);
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// set the bouncer so we can use it later
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self->SetVar(u"Bouncer", sender->GetObjectID());
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GameMessages::SendBouncerActiveStatus(sender->GetObjectID(), true, UNASSIGNED_SYSTEM_ADDRESS);
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}
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}
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void CatapultBaseServer::OnTimerDone(Entity* self, std::string timerName)
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{
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if (timerName == "PlatAnim")
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{
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// get the arm asset
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const auto arm = EntityManager::Instance()->GetEntitiesInGroup(self->GetVarAsString(u"ArmGroup"));
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// tell the arm to the play the platform animation, which is just the arm laying there but with bouncer
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for (auto* obj : arm)
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{
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GameMessages::SendPlayAnimation(obj, u"idle-platform");
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GameMessages::SendPlayNDAudioEmitter(obj, UNASSIGNED_SYSTEM_ADDRESS, "{8cccf912-69e3-4041-a20b-63e4afafc993}");
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// set the art so we can use it again
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self->SetVar(u"Arm", obj->GetObjectID());
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break;
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}
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// start a timer till the bouncer actually bounces
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self->AddTimer("bounce", 3);
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}
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else if (timerName == "launchAnim")
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{
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// get the arm asset
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auto* arm = EntityManager::Instance()->GetEntity(self->GetVar<LWOOBJID>(u"Arm"));
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if (arm == nullptr) return;
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// tell the arm to player the launcher animation
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auto animTime = 1;
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self->AddTimer("resetArm", animTime);
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GameMessages::SendPlayAnimation(arm, u"launch");
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}
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else if (timerName == "bounce")
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{
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auto* bouncer = EntityManager::Instance()->GetEntity(self->GetVar<LWOOBJID>(u"Bouncer"));
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if (bouncer == nullptr) return;
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// bounce all players
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bouncer->NotifyObject(bouncer, "bounceAllInProximity"); // Likely to trigger server side bounce, bodging this
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// add a delay to play the animation
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self->AddTimer("launchAnim", .3);
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}
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else if (timerName == "resetArm")
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{
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auto* arm = EntityManager::Instance()->GetEntity(self->GetVar<LWOOBJID>(u"Arm"));
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if (arm == nullptr) return;
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// set the arm back to natural state
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GameMessages::SendPlayAnimation(arm, u"idle");
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auto* bouncer = EntityManager::Instance()->GetEntity(self->GetVar<LWOOBJID>(u"Bouncer"));
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if (bouncer == nullptr) return;
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// kill the bouncer
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GameMessages::SendNotifyClientObject(bouncer->GetObjectID(), u"TimeToDie");
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bouncer->Smash(self->GetObjectID(), VIOLENT);
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}
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}
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