#include "FvHorsemenTrigger.h" #include "EntityManager.h" #include "MissionComponent.h" void FvHorsemenTrigger::OnStartup(Entity* self) { self->SetProximityRadius(40, "horsemenTrigger"); self->SetVar>(u"players", {}); } void FvHorsemenTrigger::OnProximityUpdate(Entity* self, Entity* entering, std::string name, std::string status) { if (name != "horsemenTrigger" || !entering->IsPlayer()) { return; } auto players = self->GetVar>(u"players"); const auto& iter = std::find(players.begin(), players.end(), entering->GetObjectID()); if (status == "ENTER" && iter == players.end()) { players.push_back(entering->GetObjectID()); } else if (status == "LEAVE" && iter != players.end()) { players.erase(iter); } self->SetVar>(u"players", players); } void FvHorsemenTrigger::OnFireEventServerSide(Entity* self, Entity* sender, std::string args, int32_t param1, int32_t param2, int32_t param3) { auto players = self->GetVar>(u"players"); if (args == "HorsemenDeath") { for (const auto& playerId : self->GetVar>(u"players")) { auto* player = EntityManager::Instance()->GetEntity(playerId); if (player == nullptr) { continue; } auto missionComponent = player->GetComponent(); if (missionComponent == nullptr) { continue; } for (const auto missionId : m_Missions) { missionComponent->ForceProgressTaskType(missionId, 1, 1); } } } }