DarkflameServer/dScripts/02_server/Map/General/TouchMissionUpdateServer.cpp
Aaron Kimbrell e524b86e12
breakout the component types into a scoped enum (#1002)
* breakout the component types into a scoped enum

tested that things are the same as they were before

* fix missed rename

* fix brick-by-brick name to be crafting
because that's what it is
2023-03-04 01:16:37 -06:00

54 lines
1.3 KiB
C++

#include "TouchMissionUpdateServer.h"
#include "Entity.h"
#include "GameMessages.h"
#include "MissionComponent.h"
#include "eMissionState.h"
#include "eReplicaComponentType.h"
void TouchMissionUpdateServer::OnStartup(Entity* self) {
self->SetProximityRadius(20, "touchCheck"); // Those does not have a collider for some reason?
}
void TouchMissionUpdateServer::OnCollisionPhantom(Entity* self, Entity* target) {
int32_t missionId = self->GetVar<int32_t>(u"TouchCompleteID");
if (missionId == 0) {
return;
}
auto* missionComponent = static_cast<MissionComponent*>(target->GetComponent(eReplicaComponentType::MISSION));
if (missionComponent == nullptr) {
return;
}
auto* mission = missionComponent->GetMission(missionId);
if (mission == nullptr) {
return;
}
const auto state = mission->GetMissionState();
if (state >= eMissionState::COMPLETE || mission->GetCompletions() > 1) {
return;
}
for (auto* task : mission->GetTasks()) {
if (!task->IsComplete()) {
task->Complete();
}
}
mission->CheckCompletion();
}
void TouchMissionUpdateServer::OnProximityUpdate(Entity* self, Entity* entering, const std::string name, const std::string status) {
if (name != "touchCheck" || status != "ENTER") {
return;
}
OnCollisionPhantom(self, entering);
}