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https://github.com/DarkflameUniverse/DarkflameServer.git
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455f9470a5
* Move EntityManager to Game namespace * move initialization to later Need to wait for dZoneManager to be initialized. * Fix bugs - Cannot delete from a RandomAccessIterator while in a range based for loop. Touchup zone manager initialize replace magic numbers with better named constants replace magic zonecontrol id with a more readable hex alternative condense stack variables move initializers closer to their use initialize entity manager with zone control change initialize timings If zone is not zero we expect to initialize the entity manager during zone manager initialization Add constexpr for zone control LOT * Add proper error handling * revert vanity changes * Update WorldServer.cpp * Update dZoneManager.cpp
67 lines
2.5 KiB
C++
67 lines
2.5 KiB
C++
#include "CatapultBaseServer.h"
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#include "GameMessages.h"
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#include "EntityManager.h"
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#include "Entity.h"
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#include "RenderComponent.h"
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void CatapultBaseServer::OnNotifyObject(Entity* self, Entity* sender, const std::string& name, int32_t param1, int32_t param2) {
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if (name == "BouncerBuilt") {
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// start a timer for the arm to player the with bouncer animation
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self->AddTimer("PlatAnim", .75);
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// set the bouncer so we can use it later
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self->SetVar(u"Bouncer", sender->GetObjectID());
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GameMessages::SendBouncerActiveStatus(sender->GetObjectID(), true, UNASSIGNED_SYSTEM_ADDRESS);
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}
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}
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void CatapultBaseServer::OnTimerDone(Entity* self, std::string timerName) {
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if (timerName == "PlatAnim") {
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// get the arm asset
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const auto arm = Game::entityManager->GetEntitiesInGroup(self->GetVarAsString(u"ArmGroup"));
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// tell the arm to the play the platform animation, which is just the arm laying there but with bouncer
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for (auto* obj : arm) {
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RenderComponent::PlayAnimation(obj, u"idle-platform");
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GameMessages::SendPlayNDAudioEmitter(obj, UNASSIGNED_SYSTEM_ADDRESS, "{8cccf912-69e3-4041-a20b-63e4afafc993}");
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// set the art so we can use it again
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self->SetVar(u"Arm", obj->GetObjectID());
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break;
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}
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// start a timer till the bouncer actually bounces
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self->AddTimer("bounce", 3);
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} else if (timerName == "launchAnim") {
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// get the arm asset
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auto* arm = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(u"Arm"));
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if (arm == nullptr) return;
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// tell the arm to player the launcher animation
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auto animTime = 1;
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self->AddTimer("resetArm", animTime);
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RenderComponent::PlayAnimation(arm, u"launch");
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} else if (timerName == "bounce") {
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auto* bouncer = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(u"Bouncer"));
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if (bouncer == nullptr) return;
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// bounce all players
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bouncer->NotifyObject(bouncer, "bounceAllInProximity"); // Likely to trigger server side bounce, bodging this
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// add a delay to play the animation
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self->AddTimer("launchAnim", .3);
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} else if (timerName == "resetArm") {
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auto* arm = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(u"Arm"));
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if (arm == nullptr) return;
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// set the arm back to natural state
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RenderComponent::PlayAnimation(arm, u"idle");
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auto* bouncer = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(u"Bouncer"));
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if (bouncer == nullptr) return;
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// kill the bouncer
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GameMessages::SendNotifyClientObject(bouncer->GetObjectID(), u"TimeToDie");
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bouncer->Smash(self->GetObjectID(), eKillType::VIOLENT);
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}
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}
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