BuildBorderCleanup

This commit is contained in:
David Markowitz 2023-06-26 21:58:56 -07:00
parent d29287f9d9
commit fdcfbdee85
5 changed files with 28 additions and 57 deletions

View File

@ -59,6 +59,7 @@ const uint64_t LWOZONEID_INVALID = 0; //!< Invalid LWOZONEID
const LOT LOT_ZONE_CONTROL = 2365;
const LOT LOT_3D_AMBIENT_SOUND = 6368;
const LOT LOT_MODEL_IN_WORLD = 14;
const LOT LOT_THINKING_CAP = 6086;
const float PI = 3.14159f;

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@ -125,10 +125,6 @@ void BuffComponent::RemoveBuff(int32_t id, bool fromUnEquip, bool removeImmunity
RemoveBuffEffect(id);
}
bool BuffComponent::HasBuff(int32_t id) {
return m_Buffs.find(id) != m_Buffs.end();
}
void BuffComponent::ApplyBuffEffect(int32_t id) {
const auto& parameters = GetBuffParameters(id);
for (const auto& parameter : parameters) {

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@ -88,7 +88,7 @@ public:
* @param id the id of the buff to find
* @return whether or not the entity has a buff with the specified id active
*/
bool HasBuff(int32_t id);
bool HasBuff(int32_t id) { return m_Buffs.find(id) != m_Buffs.end(); };
/**
* Applies the effects of the buffs on the entity, e.g.: changing armor, health, imag, etc.

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@ -9,62 +9,40 @@
#include "Item.h"
#include "PropertyManagementComponent.h"
BuildBorderComponent::BuildBorderComponent(Entity* parent) : Component(parent) {
}
BuildBorderComponent::~BuildBorderComponent() {
}
void BuildBorderComponent::OnUse(Entity* originator) {
if (originator->GetCharacter()) {
const auto& entities = EntityManager::Instance()->GetEntitiesInGroup("PropertyPlaque");
if (!originator->GetCharacter()) return;
auto buildArea = m_ParentEntity->GetObjectID();
const auto& entities = EntityManager::Instance()->GetEntitiesInGroup("PropertyPlaque");
if (!entities.empty()) {
buildArea = entities[0]->GetObjectID();
auto buildArea = entities.empty() ? m_ParentEntity->GetObjectID() : entities.front()->GetObjectID();
Game::logger->Log("BuildBorderComponent", "Using PropertyPlaque");
}
auto* inventoryComponent = originator->GetComponent<InventoryComponent>();
auto* inventoryComponent = originator->GetComponent<InventoryComponent>();
if (!inventoryComponent) return;
if (inventoryComponent == nullptr) {
return;
}
auto* thinkingHat = inventoryComponent->FindItemByLot(LOT_THINKING_CAP);
auto* thinkingHat = inventoryComponent->FindItemByLot(6086);
if (!thinkingHat) return;
if (thinkingHat == nullptr) {
return;
}
Game::logger->Log("BuildBorderComponent", "Using BuildArea %llu for player %llu", buildArea, originator->GetObjectID());
inventoryComponent->PushEquippedItems();
inventoryComponent->PushEquippedItems();
Game::logger->Log("BuildBorderComponent", "Starting with %llu", buildArea);
if (PropertyManagementComponent::Instance() != nullptr) {
GameMessages::SendStartArrangingWithItem(
originator,
originator->GetSystemAddress(),
true,
buildArea,
originator->GetPosition(),
0,
thinkingHat->GetId(),
thinkingHat->GetLot(),
4,
0,
-1,
NiPoint3::ZERO,
0
);
} else {
GameMessages::SendStartArrangingWithItem(originator, originator->GetSystemAddress(), true, buildArea, originator->GetPosition());
}
auto* inv = m_ParentEntity->GetComponent<InventoryComponent>();
if (!inv) return;
inv->PushEquippedItems(); // technically this is supposed to happen automatically... but it doesnt? so just keep this here
if (PropertyManagementComponent::Instance()) {
GameMessages::SendStartArrangingWithItem(
originator,
originator->GetSystemAddress(),
true,
buildArea,
originator->GetPosition(),
0,
thinkingHat->GetId(),
thinkingHat->GetLot(),
4,
0,
-1
);
} else {
GameMessages::SendStartArrangingWithItem(originator, originator->GetSystemAddress(), true, buildArea, originator->GetPosition());
}
}

View File

@ -6,8 +6,6 @@
#ifndef BUILDBORDERCOMPONENT_H
#define BUILDBORDERCOMPONENT_H
#include "BitStream.h"
#include "Entity.h"
#include "Component.h"
#include "eReplicaComponentType.h"
@ -18,15 +16,13 @@ class BuildBorderComponent : public Component {
public:
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::BUILD_BORDER;
BuildBorderComponent(Entity* parent);
~BuildBorderComponent() override;
BuildBorderComponent(Entity* parent) : Component(parent) { };
/**
* Causes the originator to start build with this entity as a reference point
* @param originator the entity (probably a player) that triggered the event
*/
void OnUse(Entity* originator) override;
private:
};
#endif // BUILDBORDERCOMPONENT_H