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Implement some more trigger event calls and command handlers (#989)
* Implement some trigger event calls and command handlers * add zone summary dimissed GM * break and remove log * some cleanup in Gather Targets and blocking out * fix default value of unlock for play cinematic * Log on errors add enum for physics effect type simplify nipoint3 logic check arg count add enum for End behavior * tryparse for nipoint3 * totally didn't forget to include it * bleh c++ is blah * ??? * address feedback * Fix for #1028
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@@ -2,13 +2,9 @@
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#define __TRIGGERCOMPONENT__H__
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#include "Component.h"
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#include "LUTriggers.h"
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#include "eReplicaComponentType.h"
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namespace LUTriggers {
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struct Trigger;
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struct Command;
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};
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class TriggerComponent : public Component {
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public:
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static const eReplicaComponentType ComponentType = eReplicaComponentType::TRIGGER;
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@@ -17,18 +13,35 @@ public:
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void TriggerEvent(eTriggerEventType event, Entity* optionalTarget = nullptr);
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LUTriggers::Trigger* GetTrigger() const { return m_Trigger; }
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void SetTriggerEnabled(bool enabled){ m_Trigger->enabled = enabled; };
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private:
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void HandleTriggerCommand(LUTriggers::Command* command, Entity* optionalTarget);
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std::vector<std::string> ParseArgs(std::string args);
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std::vector<Entity*> GatherTargets(LUTriggers::Command* command, Entity* optionalTarget);
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// Trigger Event Handlers
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void HandleSetPhysicsVolume(Entity* targetEntity, std::vector<std::string> argArray, std::string target);
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void HandleUpdateMission(Entity* targetEntity, std::vector<std::string> argArray);
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void HandleFireEvent(Entity* targetEntity, std::string args);
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void HandleCastSkill(Entity* targetEntity, uint32_t skillID);
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void HandleDestroyObject(Entity* targetEntity, std::string args);
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void HandleToggleTrigger(Entity* targetEntity, std::string args);
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void HandleResetRebuild(Entity* targetEntity, std::string args);
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void HandleMoveObject(Entity* targetEntity, std::vector<std::string> argArray);
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void HandleRotateObject(Entity* targetEntity, std::vector<std::string> argArray);
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void HandlePushObject(Entity* targetEntity, std::vector<std::string> argArray);
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void HandleRepelObject(Entity* targetEntity, std::string args);
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void HandlePlayCinematic(Entity* targetEntity, std::vector<std::string> argArray);
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void HandleToggleBBB(Entity* targetEntity, std::string args);
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void HandleUpdateMission(Entity* targetEntity, std::vector<std::string> argArray);
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void HandlePlayEffect(Entity* targetEntity, std::vector<std::string> argArray);
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void HandleCastSkill(Entity* targetEntity, std::string args);
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void HandleSetPhysicsVolumeEffect(Entity* targetEntity, std::vector<std::string> argArray);
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void HandleSetPhysicsVolumeStatus(Entity* targetEntity, std::string args);
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void HandleActivateSpawnerNetwork(std::string args);
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void HandleDeactivateSpawnerNetwork(std::string args);
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void HandleResetSpawnerNetwork(std::string args);
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void HandleDestroySpawnerNetworkObjects(std::string args);
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void HandleActivatePhysics(Entity* targetEntity, std::string args);
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LUTriggers::Trigger* m_Trigger;
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};
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