#include "AmDrawBridge.h" #include "EntityManager.h" #include "GameMessages.h" #include "SimplePhysicsComponent.h" #include "eTerminateType.h" void AmDrawBridge::OnStartup(Entity* self) { self->SetNetworkVar(u"InUse", false); self->SetVar(u"BridgeDown", false); } void AmDrawBridge::OnUse(Entity* self, Entity* user) { auto* bridge = GetBridge(self); if (bridge == nullptr) { return; } if (!self->GetNetworkVar(u"InUse")) { self->SetNetworkVar(u"startEffect", 5); self->AddTimer("ChangeBridge", 5); self->SetNetworkVar(u"InUse", true); } auto* player = user; GameMessages::SendTerminateInteraction(player->GetObjectID(), eTerminateType::FROM_INTERACTION, self->GetObjectID()); } void AmDrawBridge::OnTimerDone(Entity* self, std::string timerName) { if (timerName == "ChangeBridge") { auto* bridge = GetBridge(self); if (bridge == nullptr) { return; } if (!self->GetVar(u"BridgeDown")) { self->SetVar(u"BridgeDown", true); MoveBridgeDown(self, bridge, true); } else { self->SetVar(u"BridgeDown", false); MoveBridgeDown(self, bridge, false); } self->SetNetworkVar(u"BridgeLeaving", true); self->SetVar(u"BridgeDown", false); } else if (timerName == "SmashEffectBridge") { self->SetNetworkVar(u"SmashBridge", 5); } else if (timerName == "rotateBridgeDown") { auto* bridge = GetBridge(self); if (bridge == nullptr) { return; } self->SetNetworkVar(u"BridgeLeaving", false); auto* simplePhysicsComponent = bridge->GetComponent(); if (simplePhysicsComponent == nullptr) { return; } simplePhysicsComponent->SetAngularVelocity(NiPoint3Constant::ZERO); Game::entityManager->SerializeEntity(bridge); } } void AmDrawBridge::OnNotifyObject(Entity* self, Entity* sender, const std::string& name, int32_t param1, int32_t param2) { if (name == "BridgeBuilt") { self->SetVar(u"BridgeID", sender->GetObjectID()); self->AddTimer("SmashEffectBridge", 45); self->SetNetworkVar(u"BridgeDead", true); sender->AddDieCallback([this, self, sender]() { NotifyDie(self, sender); }); } } void AmDrawBridge::MoveBridgeDown(Entity* self, Entity* bridge, bool down) { auto* simplePhysicsComponent = bridge->GetComponent(); if (simplePhysicsComponent == nullptr) { return; } auto forwardVect = simplePhysicsComponent->GetRotation().GetForwardVector(); auto degrees = down ? 90.0f : -90.0f; const auto travelTime = 2.0f; forwardVect = forwardVect * static_cast((degrees / travelTime) * (3.14f / 180.0f)); simplePhysicsComponent->SetAngularVelocity(forwardVect); Game::entityManager->SerializeEntity(bridge); self->AddTimer("rotateBridgeDown", travelTime); } void AmDrawBridge::NotifyDie(Entity* self, Entity* other) { self->SetNetworkVar(u"InUse", false); self->SetVar(u"BridgeDown", false); self->CancelAllTimers(); } Entity* AmDrawBridge::GetBridge(Entity* self) { const auto bridgeID = self->GetVar(u"BridgeID"); return Game::entityManager->GetEntity(bridgeID); }