#include "TouchMissionUpdateServer.h" #include "Entity.h" #include "GameMessages.h" #include "MissionComponent.h" #include "eMissionState.h" #include "eReplicaComponentType.h" void TouchMissionUpdateServer::OnStartup(Entity* self) { self->SetProximityRadius(20, "touchCheck"); // Those does not have a collider for some reason? } void TouchMissionUpdateServer::OnCollisionPhantom(Entity* self, Entity* target) { int32_t missionId = self->GetVar(u"TouchCompleteID"); if (missionId == 0) { return; } auto* missionComponent = target->GetComponent(); if (missionComponent == nullptr) { return; } auto* mission = missionComponent->GetMission(missionId); if (mission == nullptr) { return; } const auto state = mission->GetMissionState(); if (state >= eMissionState::COMPLETE || mission->GetCompletions() > 1) { return; } for (auto* task : mission->GetTasks()) { if (!task->IsComplete()) { task->Complete(); } } mission->CheckCompletion(); } void TouchMissionUpdateServer::OnProximityUpdate(Entity* self, Entity* entering, const std::string name, const std::string status) { if (name != "touchCheck" || status != "ENTER") { return; } OnCollisionPhantom(self, entering); }