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better vanity checks (#1666)
tested that vanity npcs now chat when close, and then on a cooldown
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@ -83,6 +83,7 @@
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#include "ItemComponent.h"
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#include "GhostComponent.h"
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#include "AchievementVendorComponent.h"
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#include "VanityUtilities.h"
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// Table includes
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#include "CDComponentsRegistryTable.h"
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@ -1271,6 +1272,7 @@ void Entity::Update(const float deltaTime) {
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auto timerName = timer.GetName();
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m_Timers.erase(m_Timers.begin() + timerPosition);
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GetScript()->OnTimerDone(this, timerName);
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VanityUtilities::OnTimerDone(this, timerName);
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TriggerEvent(eTriggerEventType::TIMER_DONE, this);
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} else {
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@ -1334,6 +1336,7 @@ void Entity::OnCollisionProximity(LWOOBJID otherEntity, const std::string& proxN
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if (!other) return;
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GetScript()->OnProximityUpdate(this, other, proxName, status);
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VanityUtilities::OnProximityUpdate(this, other, proxName, status);
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RocketLaunchpadControlComponent* rocketComp = GetComponent<RocketLaunchpadControlComponent>();
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if (!rocketComp) return;
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@ -38,7 +38,7 @@ void ProximityMonitorComponent::SetProximityRadius(dpEntity* entity, const std::
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m_ProximitiesData.insert(std::make_pair(name, entity));
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}
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const std::unordered_set<LWOOBJID>& ProximityMonitorComponent::GetProximityObjects(const std::string& name) {
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const std::unordered_set<LWOOBJID>& ProximityMonitorComponent::GetProximityObjects(const std::string& name) const {
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const auto iter = m_ProximitiesData.find(name);
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if (iter == m_ProximitiesData.cend()) {
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@ -46,7 +46,7 @@ public:
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* @param name the proximity name to retrieve physics objects for
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* @return a set of physics entity object IDs for this name
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*/
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const std::unordered_set<LWOOBJID>& GetProximityObjects(const std::string& name);
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const std::unordered_set<LWOOBJID>& GetProximityObjects(const std::string& name) const;
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/**
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* Checks if the passed object is in proximity of the named proximity sensor
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@ -403,26 +403,39 @@ void SetupNPCTalk(Entity* npc) {
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npc->SetProximityRadius(20.0f, "talk");
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}
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void NPCTalk(Entity* npc) {
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auto* proximityMonitorComponent = npc->GetComponent<ProximityMonitorComponent>();
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void VanityUtilities::OnProximityUpdate(Entity* entity, Entity* other, const std::string& proxName, const std::string& name) {
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if (proxName != "talk") return;
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const auto* const proximityMonitorComponent = entity->GetComponent<ProximityMonitorComponent>();
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if (!proximityMonitorComponent) return;
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if (!proximityMonitorComponent->GetProximityObjects("talk").empty()) {
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if (name == "ENTER" && !entity->HasTimer("talk")) {
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NPCTalk(entity);
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}
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}
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void VanityUtilities::OnTimerDone(Entity* npc, const std::string& name) {
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if (name == "talk") {
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const auto* const proximityMonitorComponent = npc->GetComponent<ProximityMonitorComponent>();
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if (!proximityMonitorComponent || proximityMonitorComponent->GetProximityObjects("talk").empty()) return;
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NPCTalk(npc);
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}
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}
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void NPCTalk(Entity* npc) {
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const auto& chats = npc->GetVar<std::vector<std::string>>(u"chats");
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if (chats.empty()) {
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return;
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}
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if (chats.empty()) return;
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const auto& selected
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= chats[GeneralUtils::GenerateRandomNumber<int32_t>(0, static_cast<int32_t>(chats.size() - 1))];
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GameMessages::SendNotifyClientZoneObject(
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npc->GetObjectID(), u"sendToclient_bubble", 0, 0, npc->GetObjectID(), selected, UNASSIGNED_SYSTEM_ADDRESS);
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}
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Game::entityManager->SerializeEntity(npc);
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const float nextTime = GeneralUtils::GenerateRandomNumber<float>(15, 60);
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npc->AddCallbackTimer(nextTime, [npc]() { NPCTalk(npc); });
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npc->AddTimer("talk", nextTime);
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}
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@ -31,4 +31,8 @@ namespace VanityUtilities {
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std::string ParseMarkdown(
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const std::string& file
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);
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void OnProximityUpdate(Entity* entity, Entity* other, const std::string& proxName, const std::string& name);
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void OnTimerDone(Entity* entity, const std::string& name);
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};
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