#include "NtParadoxTeleServer.h" #include "GameMessages.h" #include "EntityManager.h" #include "MissionComponent.h" #include "eMissionTaskType.h" #include "RenderComponent.h" #include "eStateChangeType.h" void NtParadoxTeleServer::OnStartup(Entity* self) { self->SetProximityRadius(5, "teleport"); } void NtParadoxTeleServer::OnPlayerLoaded(Entity* self, Entity* player) { } void NtParadoxTeleServer::OnProximityUpdate(Entity* self, Entity* entering, std::string name, std::string status) { if (status != "ENTER" || !entering->IsPlayer() || name != "teleport") return; auto* player = entering; const auto playerID = player->GetObjectID(); const auto iter = m_TeleportingPlayerTable.find(playerID); if (iter == m_TeleportingPlayerTable.end()) m_TeleportingPlayerTable[playerID] = false; const auto bPlayerBeingTeleported = m_TeleportingPlayerTable[playerID]; if (player->IsPlayer() && !bPlayerBeingTeleported) { GameMessages::SendSetStunned(playerID, eStateChangeType::PUSH, player->GetSystemAddress(), LWOOBJID_EMPTY, true, true, true, true, true, true, true ); auto animTime = RenderComponent::PlayAnimation(player, u"teledeath", 4.0f); if (animTime == 0.0f) animTime = 2.0f; self->AddCallbackTimer(animTime, [this, self, playerID]() { auto* player = Game::entityManager->GetEntity(playerID); if (player == nullptr) { return; } TeleportPlayer(self, player); }); } auto* missionComponent = player->GetComponent(); if (missionComponent != nullptr) { missionComponent->Progress(eMissionTaskType::SCRIPT, self->GetLOT()); } } void NtParadoxTeleServer::TeleportPlayer(Entity* self, Entity* player) { auto destinationGroup = self->GetVar(u"teleGroup"); auto* destination = self; if (!destinationGroup.empty()) { const auto& groupObjs = Game::entityManager->GetEntitiesInGroup(GeneralUtils::UTF16ToWTF8(destinationGroup)); if (!groupObjs.empty()) { destination = groupObjs[0]; } } const auto destPosition = destination->GetPosition(); const auto destRotation = destination->GetRotation(); auto teleCinematic = self->GetVar(u"Cinematic"); if (!teleCinematic.empty()) { const auto teleCinematicUname = teleCinematic; GameMessages::SendPlayCinematic(player->GetObjectID(), teleCinematicUname, player->GetSystemAddress()); } GameMessages::SendTeleport(player->GetObjectID(), destPosition, destRotation, player->GetSystemAddress(), true); RenderComponent::PlayAnimation(player, u"paradox-teleport-in", 4.0f); const auto animTime = 2; const auto playerID = player->GetObjectID(); self->AddCallbackTimer(animTime, [this, self, playerID]() { auto* player = Game::entityManager->GetEntity(playerID); if (player == nullptr) { return; } UnlockPlayer(self, player); }); const auto useSound = self->GetVar(u"sound1"); if (!useSound.empty()) { GameMessages::SendPlayNDAudioEmitter(player, player->GetSystemAddress(), useSound); } } void NtParadoxTeleServer::UnlockPlayer(Entity* self, Entity* player) { const auto playerID = player->GetObjectID(); m_TeleportingPlayerTable[playerID] = false; GameMessages::SendSetStunned(playerID, eStateChangeType::POP, player->GetSystemAddress(), LWOOBJID_EMPTY, true, true, true, true, true, true, true ); auto teleCinematic = self->GetVar(u"Cinematic"); if (!teleCinematic.empty()) { const auto teleCinematicUname = teleCinematic; GameMessages::SendEndCinematic(player->GetObjectID(), teleCinematicUname, player->GetSystemAddress()); } }