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https://github.com/DarkflameUniverse/DarkflameServer.git
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c6087ce77a
* Move away from constructor queries Fix up other large tables to have proper backup lookups Revert "idk im just dumb ig" This reverts commit 5d5be5df53b8959b42b291613d7db749a65a3585. idk im just dumb ig * Fix slow components registry lookup * add define for cdclient cache all * Huge loot namespace rework - Remove all excess memory usage - do not cache components registry - cache loot matrices on startup of the destroyable component - convert loot singleton class to a namespace - rework loot cdclient tables to operate closer to how someone would actually use them (basically doing the previous LootGenerator::LootGenerator caching but in those tables) - Memory usage reduced by 10%+ across the board * cache rebuild matrix * Database: move reading to own function Also change name of cache to PascalCase * Database: Move common function rading
39 lines
1.5 KiB
C++
39 lines
1.5 KiB
C++
#include "GrowingFlower.h"
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#include "MissionComponent.h"
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#include "eMissionTaskType.h"
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#include "eMissionState.h"
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#include "Loot.h"
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void GrowingFlower::OnSkillEventFired(Entity* self, Entity* target, const std::string& message) {
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if (!self->GetVar<bool>(u"blooming") && (message == "waterspray" || message == "shovelgrow")) {
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self->SetVar<bool>(u"blooming", true);
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self->SetNetworkVar(u"blooming", true);
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self->AddTimer("FlowerDie", GrowingFlower::aliveTime);
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const auto mission1 = self->GetVar<int32_t>(u"missionID");
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const auto mission2 = self->GetVar<int32_t>(u"missionID2");
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Loot::DropActivityLoot(target, self, self->GetLOT(), 0);
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auto* missionComponent = target->GetComponent<MissionComponent>();
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if (missionComponent != nullptr) {
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for (const auto mission : achievementIDs)
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missionComponent->ForceProgressTaskType(mission, static_cast<uint32_t>(eMissionTaskType::SCRIPT), 1);
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if (mission1 && missionComponent->GetMissionState(mission1) == eMissionState::ACTIVE)
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missionComponent->ForceProgressTaskType(mission1, static_cast<uint32_t>(eMissionTaskType::SCRIPT), 1);
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if (mission2 && missionComponent->GetMissionState(mission2) == eMissionState::ACTIVE)
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missionComponent->ForceProgressTaskType(mission2, static_cast<uint32_t>(eMissionTaskType::SCRIPT), 1);
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}
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}
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}
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void GrowingFlower::OnTimerDone(Entity* self, std::string message) {
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if (message == "FlowerDie") {
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self->Smash();
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}
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}
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const std::vector<uint32_t> GrowingFlower::achievementIDs = { 143, 152, 153, 1409, 1507, 1544, 1581, 1845 };
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