mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-22 05:27:19 +00:00
593 lines
17 KiB
C++
593 lines
17 KiB
C++
#include "QuickBuildComponent.h"
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#include "Entity.h"
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#include "DestroyableComponent.h"
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#include "GameMessages.h"
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#include "EntityManager.h"
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#include "Game.h"
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#include "Logger.h"
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#include "CharacterComponent.h"
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#include "MissionComponent.h"
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#include "eMissionTaskType.h"
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#include "eTriggerEventType.h"
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#include "eQuickBuildFailReason.h"
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#include "eTerminateType.h"
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#include "eGameActivity.h"
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#include "dServer.h"
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#include "Spawner.h"
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#include "MovingPlatformComponent.h"
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#include "Preconditions.h"
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#include "Loot.h"
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#include "TeamManager.h"
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#include "RenderComponent.h"
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#include "CppScripts.h"
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QuickBuildComponent::QuickBuildComponent(Entity* const entity) : Component{ entity } {
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std::u16string checkPreconditions = entity->GetVar<std::u16string>(u"CheckPrecondition");
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if (!checkPreconditions.empty()) {
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m_Precondition = new PreconditionExpression(GeneralUtils::UTF16ToWTF8(checkPreconditions));
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}
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// Should a setting that has the build activator position exist, fetch that setting here and parse it for position.
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// It is assumed that the user who sets this setting uses the correct character delimiter (character 31 or in hex 0x1F)
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auto positionAsVector = GeneralUtils::SplitString(m_Parent->GetVarAsString(u"rebuild_activators"), 0x1F);
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const auto activatorPositionValid = GeneralUtils::TryParse<NiPoint3>(positionAsVector);
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if (positionAsVector.size() == 3 && activatorPositionValid) {
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m_ActivatorPosition = activatorPositionValid.value();
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} else {
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Log::Info("Failed to find activator position for lot {}. Defaulting to parent's position.", m_Parent->GetLOT());
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m_ActivatorPosition = m_Parent->GetPosition();
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}
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SpawnActivator();
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}
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QuickBuildComponent::~QuickBuildComponent() {
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delete m_Precondition;
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Entity* builder = GetBuilder();
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if (builder) {
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CancelQuickBuild(builder, eQuickBuildFailReason::BUILD_ENDED, true);
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}
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DespawnActivator();
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}
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void QuickBuildComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) {
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if (m_Parent->GetComponent(eReplicaComponentType::DESTROYABLE) == nullptr) {
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if (bIsInitialUpdate) {
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outBitStream.Write(false);
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}
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outBitStream.Write(false);
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outBitStream.Write(false);
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}
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// If build state is completed and we've already serialized once in the completed state,
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// don't serializing this component anymore as this will cause the build to jump again.
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// If state changes, serialization will begin again.
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if (!m_StateDirty && m_State == eQuickBuildState::COMPLETED) {
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outBitStream.Write0();
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outBitStream.Write0();
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return;
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}
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// BEGIN Scripted Activity
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outBitStream.Write1();
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Entity* builder = GetBuilder();
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if (builder) {
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outBitStream.Write<uint32_t>(1);
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outBitStream.Write(builder->GetObjectID());
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for (int i = 0; i < 10; i++) {
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outBitStream.Write(0.0f);
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}
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} else {
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outBitStream.Write<uint32_t>(0);
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}
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// END Scripted Activity
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outBitStream.Write1();
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outBitStream.Write(m_State);
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outBitStream.Write(m_ShowResetEffect);
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outBitStream.Write(m_Activator != nullptr);
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outBitStream.Write(m_Timer);
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outBitStream.Write(m_TimerIncomplete);
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if (bIsInitialUpdate) {
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outBitStream.Write(false);
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outBitStream.Write(m_ActivatorPosition);
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outBitStream.Write(m_RepositionPlayer);
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}
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m_StateDirty = false;
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}
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void QuickBuildComponent::Update(float deltaTime) {
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m_Activator = GetActivator();
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// Serialize the quickbuild every so often, fixes the odd bug where the quickbuild is not buildable
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/*if (m_SoftTimer > 0.0f) {
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m_SoftTimer -= deltaTime;
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}
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else {
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m_SoftTimer = 5.0f;
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Game::entityManager->SerializeEntity(m_Parent);
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}*/
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switch (m_State) {
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case eQuickBuildState::OPEN: {
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SpawnActivator();
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m_TimeBeforeDrain = 0;
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auto* spawner = m_Parent->GetSpawner();
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const bool isSmashGroup = spawner != nullptr ? spawner->GetIsSpawnSmashGroup() : false;
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if (isSmashGroup) {
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m_TimerIncomplete += deltaTime;
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// For reset times < 0 this has to be handled manually
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if (m_TimeBeforeSmash > 0) {
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if (m_TimerIncomplete >= m_TimeBeforeSmash - 4.0f) {
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m_ShowResetEffect = true;
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Game::entityManager->SerializeEntity(m_Parent);
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}
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if (m_TimerIncomplete >= m_TimeBeforeSmash) {
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m_Builder = LWOOBJID_EMPTY;
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GameMessages::SendDieNoImplCode(m_Parent, LWOOBJID_EMPTY, LWOOBJID_EMPTY, eKillType::VIOLENT, u"", 0.0f, 0.0f, 0.0f, false, true);
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ResetQuickBuild(false);
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}
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}
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}
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break;
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}
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case eQuickBuildState::COMPLETED: {
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m_Timer += deltaTime;
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// For reset times < 0 this has to be handled manually
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if (m_ResetTime > 0) {
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if (m_Timer >= m_ResetTime - 4.0f) {
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if (!m_ShowResetEffect) {
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m_ShowResetEffect = true;
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Game::entityManager->SerializeEntity(m_Parent);
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}
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}
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if (m_Timer >= m_ResetTime) {
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GameMessages::SendDieNoImplCode(m_Parent, LWOOBJID_EMPTY, LWOOBJID_EMPTY, eKillType::VIOLENT, u"", 0.0f, 0.0f, 0.0f, false, true);
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ResetQuickBuild(false);
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}
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}
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break;
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}
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case eQuickBuildState::BUILDING:
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{
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Entity* builder = GetBuilder();
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if (!builder) {
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ResetQuickBuild(false);
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return;
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}
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m_TimeBeforeDrain -= deltaTime;
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m_Timer += deltaTime;
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m_TimerIncomplete = 0;
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m_ShowResetEffect = false;
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if (m_TimeBeforeDrain <= 0.0f) {
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m_TimeBeforeDrain = m_CompleteTime / static_cast<float>(m_TakeImagination);
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DestroyableComponent* destComp = builder->GetComponent<DestroyableComponent>();
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if (!destComp) break;
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++m_DrainedImagination;
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const int32_t imaginationCostRemaining = m_TakeImagination - m_DrainedImagination;
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const int32_t newImagination = destComp->GetImagination() - 1;
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destComp->SetImagination(newImagination);
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Game::entityManager->SerializeEntity(builder);
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if (newImagination <= 0 && imaginationCostRemaining > 0) {
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CancelQuickBuild(builder, eQuickBuildFailReason::OUT_OF_IMAGINATION, true);
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break;
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}
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}
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if (m_Timer >= m_CompleteTime && m_DrainedImagination >= m_TakeImagination) {
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CompleteQuickBuild(builder);
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}
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break;
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}
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case eQuickBuildState::INCOMPLETE: {
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m_TimerIncomplete += deltaTime;
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// For reset times < 0 this has to be handled manually
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if (m_TimeBeforeSmash > 0) {
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if (m_TimerIncomplete >= m_TimeBeforeSmash - 4.0f) {
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m_ShowResetEffect = true;
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Game::entityManager->SerializeEntity(m_Parent);
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}
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if (m_TimerIncomplete >= m_TimeBeforeSmash) {
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m_Builder = LWOOBJID_EMPTY;
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GameMessages::SendDieNoImplCode(m_Parent, LWOOBJID_EMPTY, LWOOBJID_EMPTY, eKillType::VIOLENT, u"", 0.0f, 0.0f, 0.0f, false, true);
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ResetQuickBuild(false);
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}
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}
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break;
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}
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case eQuickBuildState::RESETTING: break;
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}
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}
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void QuickBuildComponent::OnUse(Entity* originator) {
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if (GetBuilder() != nullptr || m_State == eQuickBuildState::COMPLETED) {
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return;
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}
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if (m_Precondition != nullptr && !m_Precondition->Check(originator)) {
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return;
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}
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StartQuickBuild(originator);
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}
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void QuickBuildComponent::SpawnActivator() {
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if (!m_SelfActivator || m_ActivatorPosition != NiPoint3Constant::ZERO) {
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if (!m_Activator) {
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EntityInfo info;
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info.lot = 6604;
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info.spawnerID = m_Parent->GetObjectID();
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info.pos = m_ActivatorPosition == NiPoint3Constant::ZERO ? m_Parent->GetPosition() : m_ActivatorPosition;
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m_Activator = Game::entityManager->CreateEntity(info, nullptr, m_Parent);
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if (m_Activator) {
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m_ActivatorId = m_Activator->GetObjectID();
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Game::entityManager->ConstructEntity(m_Activator);
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}
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Game::entityManager->SerializeEntity(m_Parent);
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}
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}
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}
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void QuickBuildComponent::DespawnActivator() {
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if (m_Activator) {
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Game::entityManager->DestructEntity(m_Activator);
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m_Activator->ScheduleKillAfterUpdate();
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m_Activator = nullptr;
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m_ActivatorId = LWOOBJID_EMPTY;
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}
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}
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Entity* QuickBuildComponent::GetActivator() const {
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return Game::entityManager->GetEntity(m_ActivatorId);
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}
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NiPoint3 QuickBuildComponent::GetActivatorPosition() const noexcept {
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return m_ActivatorPosition;
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}
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float QuickBuildComponent::GetResetTime() const noexcept {
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return m_ResetTime;
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}
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float QuickBuildComponent::GetCompleteTime() const noexcept {
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return m_CompleteTime;
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}
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int32_t QuickBuildComponent::GetTakeImagination() const noexcept {
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return m_TakeImagination;
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}
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bool QuickBuildComponent::GetInterruptible() const noexcept {
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return m_Interruptible;
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}
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bool QuickBuildComponent::GetSelfActivator() const noexcept {
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return m_SelfActivator;
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}
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std::vector<int32_t> QuickBuildComponent::GetCustomModules() const noexcept {
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return m_CustomModules;
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}
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int32_t QuickBuildComponent::GetActivityId() const noexcept {
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return m_ActivityId;
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}
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int32_t QuickBuildComponent::GetPostImaginationCost() const noexcept {
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return m_PostImaginationCost;
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}
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float QuickBuildComponent::GetTimeBeforeSmash() const noexcept {
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return m_TimeBeforeSmash;
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}
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eQuickBuildState QuickBuildComponent::GetState() const noexcept {
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return m_State;
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}
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Entity* QuickBuildComponent::GetBuilder() const {
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auto* const builder = Game::entityManager->GetEntity(m_Builder);
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return builder;
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}
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bool QuickBuildComponent::GetRepositionPlayer() const noexcept {
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return m_RepositionPlayer;
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}
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void QuickBuildComponent::SetActivatorPosition(const NiPoint3& value) noexcept {
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m_ActivatorPosition = value;
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}
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void QuickBuildComponent::SetResetTime(const float value) noexcept {
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m_ResetTime = value;
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}
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void QuickBuildComponent::SetCompleteTime(const float value) noexcept {
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if (value < 0) {
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m_CompleteTime = 4.5f;
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} else {
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m_CompleteTime = value;
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}
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}
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void QuickBuildComponent::SetTakeImagination(const int32_t value) noexcept {
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m_TakeImagination = value;
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}
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void QuickBuildComponent::SetInterruptible(const bool value) noexcept {
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m_Interruptible = value;
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}
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void QuickBuildComponent::SetSelfActivator(const bool value) noexcept {
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m_SelfActivator = value;
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}
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void QuickBuildComponent::SetCustomModules(const std::vector<int32_t>& value) noexcept {
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m_CustomModules = value;
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}
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void QuickBuildComponent::SetActivityId(const int32_t value) noexcept {
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m_ActivityId = value;
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}
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void QuickBuildComponent::SetPostImaginationCost(const int32_t value) noexcept {
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m_PostImaginationCost = value;
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}
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void QuickBuildComponent::SetTimeBeforeSmash(const float value) noexcept {
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if (value < 0) {
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m_TimeBeforeSmash = 10.0f;
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} else {
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m_TimeBeforeSmash = value;
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}
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}
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void QuickBuildComponent::SetRepositionPlayer(const bool value) noexcept {
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m_RepositionPlayer = value;
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}
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void QuickBuildComponent::StartQuickBuild(Entity* const user) {
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if (m_State == eQuickBuildState::OPEN || m_State == eQuickBuildState::COMPLETED || m_State == eQuickBuildState::INCOMPLETE) {
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m_Builder = user->GetObjectID();
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auto* character = user->GetComponent<CharacterComponent>();
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character->SetCurrentActivity(eGameActivity::QUICKBUILDING);
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Game::entityManager->SerializeEntity(user);
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GameMessages::SendQuickBuildNotifyState(m_Parent, m_State, eQuickBuildState::BUILDING, user->GetObjectID());
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GameMessages::SendEnableQuickBuild(m_Parent, true, false, false, eQuickBuildFailReason::NOT_GIVEN, 0.0f, user->GetObjectID());
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m_State = eQuickBuildState::BUILDING;
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m_StateDirty = true;
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Game::entityManager->SerializeEntity(m_Parent);
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auto* movingPlatform = m_Parent->GetComponent<MovingPlatformComponent>();
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if (movingPlatform != nullptr) {
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movingPlatform->OnQuickBuildInitilized();
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}
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auto* script = m_Parent->GetScript();
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script->OnQuickBuildStart(m_Parent, user);
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// Notify scripts and possible subscribers
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script->OnQuickBuildNotifyState(m_Parent, m_State);
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for (const auto& cb : m_QuickBuildStateCallbacks)
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cb(m_State);
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}
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}
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void QuickBuildComponent::CompleteQuickBuild(Entity* const user) {
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if (!user) return;
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auto* characterComponent = user->GetComponent<CharacterComponent>();
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if (characterComponent != nullptr) {
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characterComponent->SetCurrentActivity(eGameActivity::NONE);
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characterComponent->TrackQuickBuildComplete();
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} else {
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Log::Warn("Some user tried to finish the rebuild but they didn't have a character somehow.");
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return;
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}
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Game::entityManager->SerializeEntity(user);
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GameMessages::SendQuickBuildNotifyState(m_Parent, m_State, eQuickBuildState::COMPLETED, user->GetObjectID());
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GameMessages::SendPlayFXEffect(m_Parent, 507, u"create", "BrickFadeUpVisCompleteEffect", LWOOBJID_EMPTY, 0.4f, 1.0f, true);
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GameMessages::SendEnableQuickBuild(m_Parent, false, false, true, eQuickBuildFailReason::NOT_GIVEN, m_ResetTime, user->GetObjectID());
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GameMessages::SendTerminateInteraction(user->GetObjectID(), eTerminateType::FROM_INTERACTION, m_Parent->GetObjectID());
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m_State = eQuickBuildState::COMPLETED;
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m_StateDirty = true;
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m_Timer = 0.0f;
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m_DrainedImagination = 0;
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Game::entityManager->SerializeEntity(m_Parent);
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// Removes extra item requirements, isn't live accurate.
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// In live, all items were removed at the start of the quickbuild, then returned if it was cancelled.
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// TODO: fix?
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if (m_Precondition != nullptr) {
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m_Precondition->Check(user, true);
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}
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DespawnActivator();
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// Set owner override so that entities smashed by this quickbuild will result in the builder getting rewards.
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m_Parent->SetOwnerOverride(user->GetObjectID());
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auto* builder = GetBuilder();
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if (builder) {
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auto* team = TeamManager::Instance()->GetTeam(builder->GetObjectID());
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if (team) {
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for (const auto memberId : team->members) { // progress missions for all team members
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auto* member = Game::entityManager->GetEntity(memberId);
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if (member) {
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auto* missionComponent = member->GetComponent<MissionComponent>();
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if (missionComponent) missionComponent->Progress(eMissionTaskType::ACTIVITY, m_ActivityId);
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}
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}
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} else {
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auto* missionComponent = builder->GetComponent<MissionComponent>();
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if (missionComponent) missionComponent->Progress(eMissionTaskType::ACTIVITY, m_ActivityId);
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}
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Loot::DropActivityLoot(builder, m_Parent, m_ActivityId, 1);
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}
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// Notify scripts
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auto* script = m_Parent->GetScript();
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script->OnQuickBuildComplete(m_Parent, user);
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script->OnQuickBuildNotifyState(m_Parent, m_State);
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// Notify subscribers
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for (const auto& callback : m_QuickBuildStateCallbacks)
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callback(m_State);
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for (const auto& callback : m_QuickBuildCompleteCallbacks)
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callback(user);
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m_Parent->TriggerEvent(eTriggerEventType::REBUILD_COMPLETE, user);
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auto* movingPlatform = m_Parent->GetComponent<MovingPlatformComponent>();
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if (movingPlatform != nullptr) {
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movingPlatform->OnCompleteQuickBuild();
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}
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// Set flag
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auto* character = user->GetCharacter();
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if (character != nullptr) {
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const auto flagNumber = m_Parent->GetVar<int32_t>(u"quickbuild_single_build_player_flag");
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if (flagNumber != 0) {
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character->SetPlayerFlag(flagNumber, true);
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}
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}
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RenderComponent::PlayAnimation(user, u"rebuild-celebrate", 1.09f);
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}
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void QuickBuildComponent::ResetQuickBuild(const bool failed) {
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Entity* builder = GetBuilder();
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if (m_State == eQuickBuildState::BUILDING && builder) {
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GameMessages::SendEnableQuickBuild(m_Parent, false, false, failed, eQuickBuildFailReason::NOT_GIVEN, m_ResetTime, builder->GetObjectID());
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if (failed) {
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RenderComponent::PlayAnimation(builder, u"rebuild-fail");
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}
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}
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|
|
|
GameMessages::SendQuickBuildNotifyState(m_Parent, m_State, eQuickBuildState::RESETTING, LWOOBJID_EMPTY);
|
|
|
|
m_State = eQuickBuildState::RESETTING;
|
|
m_StateDirty = true;
|
|
m_Timer = 0.0f;
|
|
m_TimerIncomplete = 0.0f;
|
|
m_ShowResetEffect = false;
|
|
m_DrainedImagination = 0;
|
|
|
|
Game::entityManager->SerializeEntity(m_Parent);
|
|
|
|
// Notify scripts and possible subscribers
|
|
m_Parent->GetScript()->OnQuickBuildNotifyState(m_Parent, m_State);
|
|
for (const auto& cb : m_QuickBuildStateCallbacks)
|
|
cb(m_State);
|
|
|
|
m_Parent->ScheduleKillAfterUpdate();
|
|
|
|
if (m_Activator) {
|
|
m_Activator->ScheduleKillAfterUpdate();
|
|
}
|
|
}
|
|
|
|
void QuickBuildComponent::CancelQuickBuild(Entity* const entity, const eQuickBuildFailReason failReason, const bool skipChecks) {
|
|
if (m_State != eQuickBuildState::COMPLETED || skipChecks) {
|
|
|
|
m_Builder = LWOOBJID_EMPTY;
|
|
|
|
const auto entityID = entity != nullptr ? entity->GetObjectID() : LWOOBJID_EMPTY;
|
|
|
|
// Notify the client that a state has changed
|
|
GameMessages::SendQuickBuildNotifyState(m_Parent, m_State, eQuickBuildState::INCOMPLETE, entityID);
|
|
GameMessages::SendEnableQuickBuild(m_Parent, false, true, false, failReason, m_Timer, entityID);
|
|
|
|
// Now terminate any interaction with the rebuild
|
|
GameMessages::SendTerminateInteraction(entityID, eTerminateType::FROM_INTERACTION, m_Parent->GetObjectID());
|
|
GameMessages::SendTerminateInteraction(m_Parent->GetObjectID(), eTerminateType::FROM_INTERACTION, m_Parent->GetObjectID());
|
|
|
|
// Now update the component itself
|
|
m_State = eQuickBuildState::INCOMPLETE;
|
|
m_StateDirty = true;
|
|
|
|
// Notify scripts and possible subscribers
|
|
m_Parent->GetScript()->OnQuickBuildNotifyState(m_Parent, m_State);
|
|
for (const auto& cb : m_QuickBuildStateCallbacks)
|
|
cb(m_State);
|
|
|
|
Game::entityManager->SerializeEntity(m_Parent);
|
|
}
|
|
|
|
if (!entity) return;
|
|
|
|
CharacterComponent* characterComponent = entity->GetComponent<CharacterComponent>();
|
|
if (characterComponent) {
|
|
characterComponent->SetCurrentActivity(eGameActivity::NONE);
|
|
Game::entityManager->SerializeEntity(entity);
|
|
}
|
|
}
|
|
|
|
void QuickBuildComponent::AddQuickBuildCompleteCallback(const std::function<void(Entity* user)>& callback) {
|
|
m_QuickBuildCompleteCallbacks.push_back(callback);
|
|
}
|
|
|
|
void QuickBuildComponent::AddQuickBuildStateCallback(const std::function<void(eQuickBuildState state)>& callback) {
|
|
m_QuickBuildStateCallbacks.push_back(callback);
|
|
}
|