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https://github.com/DarkflameUniverse/DarkflameServer.git
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0036b71d94
fixes an issue when stew blaster would stop for non-players and would stand still permanently due to enemy hitboxes being removed. Tested that stewblaster only stops for players and starts moving when there are no players in the vicinity
43 lines
1.5 KiB
C++
43 lines
1.5 KiB
C++
#include "WanderingVendor.h"
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#include "MovementAIComponent.h"
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#include "ProximityMonitorComponent.h"
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#include <ranges>
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void WanderingVendor::OnStartup(Entity* self) {
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auto movementAIComponent = self->GetComponent<MovementAIComponent>();
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if (!movementAIComponent) return;
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self->SetProximityRadius(10, "playermonitor");
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}
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void WanderingVendor::OnProximityUpdate(Entity* self, Entity* entering, std::string name, std::string status) {
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if (status == "ENTER" && entering->IsPlayer()) {
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auto movementAIComponent = self->GetComponent<MovementAIComponent>();
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if (!movementAIComponent) return;
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movementAIComponent->Pause();
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self->CancelTimer("startWalking");
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} else if (status == "LEAVE") {
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auto* proximityMonitorComponent = self->GetComponent<ProximityMonitorComponent>();
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if (!proximityMonitorComponent) self->AddComponent<ProximityMonitorComponent>();
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const auto proxObjs = proximityMonitorComponent->GetProximityObjects("playermonitor");
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bool foundPlayer = false;
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for (const auto id : proxObjs | std::views::keys) {
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auto* entity = Game::entityManager->GetEntity(id);
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if (entity && entity->IsPlayer()) {
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foundPlayer = true;
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break;
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}
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}
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if (!foundPlayer) self->AddTimer("startWalking", 1.5);
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}
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}
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void WanderingVendor::OnTimerDone(Entity* self, std::string timerName) {
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if (timerName == "startWalking") {
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auto movementAIComponent = self->GetComponent<MovementAIComponent>();
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if (!movementAIComponent) return;
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movementAIComponent->Resume();
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}
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}
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