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https://github.com/DarkflameUniverse/DarkflameServer.git
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mission fix redo
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cb65de61ca
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@ -368,15 +368,12 @@ void PetComponent::Update(float deltaTime) {
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}
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auto* owner = GetOwner();
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if (owner == nullptr) {
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m_Parent->Kill();
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return;
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}
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m_MovementAI = m_Parent->GetComponent<MovementAIComponent>();
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if (m_MovementAI == nullptr) {
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return;
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}
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@ -390,7 +387,6 @@ void PetComponent::Update(float deltaTime) {
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NiPoint3 position = m_MovementAI->GetParent()->GetPosition();
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float distanceToOwner = Vector3::DistanceSquared(position, destination);
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if (distanceToOwner > 50 * 50 || m_TimerAway > 5) {
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m_MovementAI->Warp(destination);
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@ -437,7 +433,6 @@ void PetComponent::Update(float deltaTime) {
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const bool digUnlocked = missionComponent->GetMissionState(842) == eMissionState::COMPLETE;
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Entity* closestTresure = PetDigServer::GetClosestTresure(position);
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if (closestTresure != nullptr && digUnlocked) {
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// Skeleton Dragon Pat special case for bone digging
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if (closestTresure->GetLOT() == 12192 && m_Parent->GetLOT() != 13067) {
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@ -449,7 +444,7 @@ void PetComponent::Update(float deltaTime) {
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if (distance < 5 * 5) {
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m_Interaction = closestTresure->GetObjectID();
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Command(NiPoint3::ZERO, LWOOBJID_EMPTY, 1, PetEmote::Bounce , true); // Plays 'bounce' animation
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Command(NiPoint3::ZERO, LWOOBJID_EMPTY, 1, PetEmote::Bounce, true); // Plays 'bounce' animation
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SetIsReadyToDig(true);
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@ -1157,7 +1152,7 @@ void PetComponent::SetPreconditions(std::string& preconditions) {
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void PetComponent::StartInteractDig() {
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//m_InInteract = true;
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m_TresureTime = 2.0f; //TODO: Remove magic number
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Command(NiPoint3::ZERO, LWOOBJID_EMPTY, 1, PetEmote::DigTreasure , true);
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Command(NiPoint3::ZERO, LWOOBJID_EMPTY, 1, PetEmote::DigTreasure, true);
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}
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void PetComponent::EndInteractDig() {
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@ -5017,32 +5017,6 @@ void GameMessages::HandlePlayEmote(RakNet::BitStream* inStream, Entity* entity)
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if (emoteID == 0) return;
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std::string sAnimationName = "deaded"; //Default name in case we fail to get the emote
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MissionComponent* missionComponent = entity->GetComponent<MissionComponent>();
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if (missionComponent) {
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if (targetID != LWOOBJID_EMPTY) {
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auto* targetEntity = Game::entityManager->GetEntity(targetID);
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LOG_DEBUG("Emote target found (%d)", targetEntity != nullptr);
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if (targetEntity != nullptr) {
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targetEntity->OnEmoteReceived(emoteID, entity);
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missionComponent->Progress(eMissionTaskType::EMOTE, emoteID, targetID);
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}
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} else {
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LOG_DEBUG("Target ID is empty, using backup");
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const auto scriptedEntities = Game::entityManager->GetEntitiesByComponent(eReplicaComponentType::SCRIPT);
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const auto& referencePoint = entity->GetPosition();
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for (auto* scripted : scriptedEntities) {
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if (Vector3::DistanceSquared(scripted->GetPosition(), referencePoint) > 5.0f * 5.0f) continue;
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scripted->OnEmoteReceived(emoteID, entity);
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missionComponent->Progress(eMissionTaskType::EMOTE, emoteID, scripted->GetObjectID());
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}
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}
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}
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CDEmoteTableTable* emotes = CDClientManager::Instance().GetTable<CDEmoteTableTable>();
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if (emotes) {
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CDEmoteTable* emote = emotes->GetEmote(emoteID);
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@ -5050,6 +5024,32 @@ void GameMessages::HandlePlayEmote(RakNet::BitStream* inStream, Entity* entity)
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}
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RenderComponent::PlayAnimation(entity, sAnimationName);
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MissionComponent* missionComponent = entity->GetComponent<MissionComponent>();
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if (!missionComponent) return;
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if (targetID != LWOOBJID_EMPTY) {
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auto* targetEntity = Game::entityManager->GetEntity(targetID);
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LOG_DEBUG("Emote target found (%d)", targetEntity != nullptr);
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if (targetEntity != nullptr) {
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targetEntity->OnEmoteReceived(emoteID, entity);
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missionComponent->Progress(eMissionTaskType::EMOTE, emoteID, targetID);
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}
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} else {
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LOG_DEBUG("Target ID is empty, using backup");
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const auto scriptedEntities = Game::entityManager->GetEntitiesByComponent(eReplicaComponentType::SCRIPT);
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const auto& referencePoint = entity->GetPosition();
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for (auto* scripted : scriptedEntities) {
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if (Vector3::DistanceSquared(scripted->GetPosition(), referencePoint) > 5.0f * 5.0f) continue;
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scripted->OnEmoteReceived(emoteID, entity);
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missionComponent->Progress(eMissionTaskType::EMOTE, emoteID, scripted->GetObjectID());
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}
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}
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}
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void GameMessages::HandleModularBuildConvertModel(RakNet::BitStream* inStream, Entity* entity, const SystemAddress& sysAddr) {
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