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Merge pull request #236 from ckawell/die-roll-anims-ckawell
Implemented die roll animations for the Lego Dice item
This commit is contained in:
commit
93ddd50f76
@ -261,6 +261,7 @@
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#include "PersonalFortress.h"
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#include "PropertyDevice.h"
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#include "ImaginationBackpackHealServer.h"
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#include "LegoDieRoll.h"
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#include "BuccaneerValiantShip.h"
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// Survival scripts
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@ -775,6 +776,8 @@ CppScripts::Script* CppScripts::GetScript(Entity* parent, const std::string& scr
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script = new PropertyDevice();
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else if (scriptName == "scripts\\02_server\\Map\\General\\L_IMAG_BACKPACK_HEALS_SERVER.lua")
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script = new ImaginationBackpackHealServer();
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else if (scriptName == "scripts\\ai\\GENERAL\\L_LEGO_DIE_ROLL.lua")
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script = new LegoDieRoll();
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else if (scriptName == "scripts\\EquipmentScripts\\BuccaneerValiantShip.lua")
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script = new BuccaneerValiantShip();
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55
dScripts/LegoDieRoll.cpp
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55
dScripts/LegoDieRoll.cpp
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@ -0,0 +1,55 @@
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#include "LegoDieRoll.h"
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#include "Entity.h"
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#include "dLogger.h"
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#include "GameMessages.h"
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void LegoDieRoll::OnStartup(Entity* self) {
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self->AddTimer("DoneRolling", 10.0f);
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self->AddTimer("ThrowDice", LegoDieRoll::animTime);
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}
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void LegoDieRoll::OnTimerDone(Entity* self, std::string timerName) {
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if (timerName == "DoneRolling") {
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self->Smash(self->GetObjectID(), SILENT);
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}
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else if (timerName == "ThrowDice") {
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int dieRoll = GeneralUtils::GenerateRandomNumber<int>(1, 6);
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switch (dieRoll)
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{
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case 1:
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GameMessages::SendPlayAnimation(self, u"roll-die-1");
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break;
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case 2:
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GameMessages::SendPlayAnimation(self, u"roll-die-2");
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break;
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case 3:
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GameMessages::SendPlayAnimation(self, u"roll-die-3");
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break;
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case 4:
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GameMessages::SendPlayAnimation(self, u"roll-die-4");
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break;
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case 5:
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GameMessages::SendPlayAnimation(self, u"roll-die-5");
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break;
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case 6:
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{
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GameMessages::SendPlayAnimation(self, u"roll-die-6");
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// tracking the It's Truly Random Achievement
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auto* owner = self->GetOwner();
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auto* missionComponent = owner->GetComponent<MissionComponent>();
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if (missionComponent != nullptr) {
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const auto rollMissionState = missionComponent->GetMissionState(756);
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if (rollMissionState == MissionState::MISSION_STATE_ACTIVE) {
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missionComponent->ForceProgress(756, 1103, 1);
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}
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}
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break;
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}
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default:
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Game::logger->LogDebug("LegoDieRoll", "Invalid animation: roll-die-%i\n", dieRoll);
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break;
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}
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}
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}
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11
dScripts/LegoDieRoll.h
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11
dScripts/LegoDieRoll.h
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@ -0,0 +1,11 @@
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#pragma once
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#include "CppScripts.h"
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class LegoDieRoll : public CppScripts::Script {
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public:
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void OnStartup(Entity* self);
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void OnTimerDone(Entity* self, std::string timerName);
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private:
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constexpr static const float animTime = 2.0f;
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};
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1
utils
Submodule
1
utils
Submodule
@ -0,0 +1 @@
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Subproject commit 74508f879a17910ae7273ee62c7b3252d166b8ee
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