#include "NsWinterRaceServer.h" #include "GameMessages.h" #include "RacingControlComponent.h" using std::unique_ptr; using std::make_unique; void NsWinterRaceServer::OnStartup(Entity* self) { GameMessages::ConfigureRacingControl config; auto& raceSet = config.racingSettings; raceSet.push_back(make_unique>("GameType", u"Racing")); raceSet.push_back(make_unique>("GameState", u"Starting")); raceSet.push_back(make_unique>("Number_Of_PlayersPerTeam", 6)); raceSet.push_back(make_unique>("Minimum_Players_to_Start", 2)); raceSet.push_back(make_unique>("Minimum_Players_for_Group_Achievments", 2)); raceSet.push_back(make_unique>("Car_Object", 7703)); raceSet.push_back(make_unique>("Race_PathName", u"MainPath")); raceSet.push_back(make_unique>("Current_Lap", 1)); raceSet.push_back(make_unique>("Number_of_Laps", 3)); raceSet.push_back(make_unique>("activityID", 42)); raceSet.push_back(make_unique>("Place_1", 100)); raceSet.push_back(make_unique>("Place_2", 90)); raceSet.push_back(make_unique>("Place_3", 80)); raceSet.push_back(make_unique>("Place_4", 70)); raceSet.push_back(make_unique>("Place_5", 60)); raceSet.push_back(make_unique>("Place_6", 50)); raceSet.push_back(make_unique>("Num_of_Players_1", 15)); raceSet.push_back(make_unique>("Num_of_Players_2", 25)); raceSet.push_back(make_unique>("Num_of_Players_3", 50)); raceSet.push_back(make_unique>("Num_of_Players_4", 85)); raceSet.push_back(make_unique>("Num_of_Players_5", 90)); raceSet.push_back(make_unique>("Num_of_Players_6", 100)); raceSet.push_back(make_unique>("Number_of_Spawn_Groups", 1)); raceSet.push_back(make_unique>("Red_Spawners", 4847)); raceSet.push_back(make_unique>("Blue_Spawners", 4848)); raceSet.push_back(make_unique>("Blue_Flag", 4850)); raceSet.push_back(make_unique>("Red_Flag", 4851)); raceSet.push_back(make_unique>("Red_Point", 4846)); raceSet.push_back(make_unique>("Blue_Point", 4845)); raceSet.push_back(make_unique>("Red_Mark", 4844)); raceSet.push_back(make_unique>("Blue_Mark", 4843)); const auto racingControllers = Game::entityManager->GetEntitiesByComponent(eReplicaComponentType::RACING_CONTROL); for (auto* const racingController : racingControllers) { auto* const racingComponent = racingController->GetComponent(); if (racingComponent) racingComponent->MsgConfigureRacingControl(config); } }