#include "TriggerAmbush.h" #include "dZoneManager.h" #include "EntityManager.h" void TriggerAmbush::OnStartup(Entity* self) { self->SetProximityRadius(20, "ambush"); } void TriggerAmbush::OnProximityUpdate(Entity* self, Entity* entering, std::string name, std::string status) { if (name != "ambush" || status != "ENTER" || !entering->IsPlayer()) return; Game::logger->Log("TriggerAmbush", "Got ambush collision!\n"); if (self->GetVar(u"triggered")) return; self->SetVar(u"triggered", true); Game::logger->Log("TriggerAmbush", "Triggering ambush!\n"); const auto spawners = dZoneManager::Instance()->GetSpawnersByName("Ambush"); for (auto* spawner : spawners) { Game::logger->Log("TriggerAmbush", "Triggering ambush on spawner!\n"); spawner->Activate(); } self->AddTimer("TriggeredTimer", 45); } void TriggerAmbush::OnTimerDone(Entity* self, std::string timerName) { if (timerName != "TriggeredTimer") return; self->SetVar(u"triggered", false); const auto spawners = dZoneManager::Instance()->GetSpawnersByName("Ambush"); for (auto* spawner : spawners) { spawner->Reset(); spawner->Deactivate(); } }