mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-24 22:47:25 +00:00
ef6f2f133e
* cast and code cleanup * cast cleanup * bug fixes and improvements * no getBoolField method exists * fixes * unbroke sg cannon scoring * removing comments * Remove the c-style cast warning I added from CMakeLists now that they're gone (it triggers on 3rd party dependencies and slows down compilation) * (Hopefully) fix MacOS compilation error * partially-implemented feedback * more updates to account for feedback * change bool default --------- Co-authored-by: jadebenn <jonahebenn@yahoo.com>
123 lines
3.0 KiB
C++
123 lines
3.0 KiB
C++
#include "AmDrawBridge.h"
|
|
#include "EntityManager.h"
|
|
#include "GameMessages.h"
|
|
#include "SimplePhysicsComponent.h"
|
|
#include "eTerminateType.h"
|
|
|
|
void AmDrawBridge::OnStartup(Entity* self) {
|
|
self->SetNetworkVar(u"InUse", false);
|
|
self->SetVar(u"BridgeDown", false);
|
|
}
|
|
|
|
void AmDrawBridge::OnUse(Entity* self, Entity* user) {
|
|
auto* bridge = GetBridge(self);
|
|
|
|
if (bridge == nullptr) {
|
|
return;
|
|
}
|
|
|
|
if (!self->GetNetworkVar<bool>(u"InUse")) {
|
|
self->SetNetworkVar(u"startEffect", 5);
|
|
|
|
self->AddTimer("ChangeBridge", 5);
|
|
|
|
self->SetNetworkVar(u"InUse", true);
|
|
}
|
|
|
|
auto* player = user;
|
|
|
|
GameMessages::SendTerminateInteraction(player->GetObjectID(), eTerminateType::FROM_INTERACTION, self->GetObjectID());
|
|
}
|
|
|
|
void AmDrawBridge::OnTimerDone(Entity* self, std::string timerName) {
|
|
if (timerName == "ChangeBridge") {
|
|
auto* bridge = GetBridge(self);
|
|
|
|
if (bridge == nullptr) {
|
|
return;
|
|
}
|
|
|
|
if (!self->GetVar<bool>(u"BridgeDown")) {
|
|
self->SetVar(u"BridgeDown", true);
|
|
|
|
MoveBridgeDown(self, bridge, true);
|
|
} else {
|
|
self->SetVar(u"BridgeDown", false);
|
|
|
|
MoveBridgeDown(self, bridge, false);
|
|
}
|
|
|
|
self->SetNetworkVar(u"BridgeLeaving", true);
|
|
self->SetVar(u"BridgeDown", false);
|
|
} else if (timerName == "SmashEffectBridge") {
|
|
self->SetNetworkVar(u"SmashBridge", 5);
|
|
} else if (timerName == "rotateBridgeDown") {
|
|
auto* bridge = GetBridge(self);
|
|
|
|
if (bridge == nullptr) {
|
|
return;
|
|
}
|
|
|
|
self->SetNetworkVar(u"BridgeLeaving", false);
|
|
|
|
auto* simplePhysicsComponent = bridge->GetComponent<SimplePhysicsComponent>();
|
|
|
|
if (simplePhysicsComponent == nullptr) {
|
|
return;
|
|
}
|
|
|
|
simplePhysicsComponent->SetAngularVelocity(NiPoint3::ZERO);
|
|
|
|
Game::entityManager->SerializeEntity(bridge);
|
|
}
|
|
}
|
|
|
|
void AmDrawBridge::OnNotifyObject(Entity* self, Entity* sender, const std::string& name, int32_t param1, int32_t param2) {
|
|
if (name == "BridgeBuilt") {
|
|
self->SetVar(u"BridgeID", sender->GetObjectID());
|
|
|
|
self->AddTimer("SmashEffectBridge", 45);
|
|
|
|
self->SetNetworkVar(u"BridgeDead", true);
|
|
|
|
sender->AddDieCallback([this, self, sender]() {
|
|
NotifyDie(self, sender);
|
|
});
|
|
}
|
|
}
|
|
|
|
void AmDrawBridge::MoveBridgeDown(Entity* self, Entity* bridge, bool down) {
|
|
auto* simplePhysicsComponent = bridge->GetComponent<SimplePhysicsComponent>();
|
|
|
|
if (simplePhysicsComponent == nullptr) {
|
|
return;
|
|
}
|
|
|
|
auto forwardVect = simplePhysicsComponent->GetRotation().GetForwardVector();
|
|
|
|
auto degrees = down ? 90.0f : -90.0f;
|
|
|
|
const auto travelTime = 2.0f;
|
|
|
|
forwardVect = forwardVect * static_cast<float>((degrees / travelTime) * (3.14f / 180.0f));
|
|
|
|
simplePhysicsComponent->SetAngularVelocity(forwardVect);
|
|
|
|
Game::entityManager->SerializeEntity(bridge);
|
|
|
|
self->AddTimer("rotateBridgeDown", travelTime);
|
|
}
|
|
|
|
void AmDrawBridge::NotifyDie(Entity* self, Entity* other) {
|
|
self->SetNetworkVar(u"InUse", false);
|
|
self->SetVar(u"BridgeDown", false);
|
|
|
|
self->CancelAllTimers();
|
|
}
|
|
|
|
Entity* AmDrawBridge::GetBridge(Entity* self) {
|
|
const auto bridgeID = self->GetVar<LWOOBJID>(u"BridgeID");
|
|
|
|
return Game::entityManager->GetEntity(bridgeID);
|
|
}
|