mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-10-22 15:28:07 +00:00
Public release of the DLU server code!
Have fun!
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55
dScripts/MinigameTreasureChestServer.cpp
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55
dScripts/MinigameTreasureChestServer.cpp
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#include "MinigameTreasureChestServer.h"
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#include "ScriptedActivityComponent.h"
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#include "TeamManager.h"
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#include "EntityManager.h"
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#include "dZoneManager.h"
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#include "dServer.h"
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void MinigameTreasureChestServer::OnUse(Entity *self, Entity *user) {
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auto* sac = self->GetComponent<ScriptedActivityComponent>();
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if (sac == nullptr)
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return;
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if (self->GetVar<bool>(u"used"))
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return;
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self->SetVar<bool>(u"used", true);
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if (!IsPlayerInActivity(self, user->GetObjectID()))
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UpdatePlayer(self, user->GetObjectID());
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auto* team = TeamManager::Instance()->GetTeam(user->GetObjectID());
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if (team != nullptr) {
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for (const auto& teamMemberID : team->members) {
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auto* teamMember = EntityManager::Instance()->GetEntity(teamMemberID);
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if (teamMember != nullptr)
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Loot::DropActivityLoot(teamMember, self, sac->GetActivityID(), CalculateActivityRating(self, teamMemberID));
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}
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} else {
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Loot::DropActivityLoot(user, self, sac->GetActivityID(), CalculateActivityRating(self, user->GetObjectID()));
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}
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sac->PlayerRemove(user->GetObjectID());
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auto* zoneControl = dZoneManager::Instance()->GetZoneControlObject();
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if (zoneControl != nullptr) {
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zoneControl->OnFireEventServerSide(self, "Survival_Update", 0);
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}
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self->Smash(self->GetObjectID());
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}
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uint32_t MinigameTreasureChestServer::CalculateActivityRating(Entity *self, LWOOBJID playerID) {
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auto* team = TeamManager::Instance()->GetTeam(playerID);
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return team != nullptr ? team->members.size() * 100 : ActivityManager::CalculateActivityRating(self, playerID) * 100;
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}
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void MinigameTreasureChestServer::OnStartup(Entity *self) {
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// BONS treasure chest thinks it's on FV, causing it to start a lobby
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if (Game::server->GetZoneID() == 1204) {
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auto* sac = self->GetComponent<ScriptedActivityComponent>();
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if (sac != nullptr) {
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sac->SetInstanceMapID(1204);
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}
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}
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}
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