DarkflameServer/dGame/dComponents/RailActivatorComponent.cpp
David Markowitz 455f9470a5
Move EntityManager to Game namespace (#1140)
* 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
2023-07-15 13:56:33 -07:00

147 lines
5.3 KiB
C++

#include <algorithm>
#include "RailActivatorComponent.h"
#include "CDClientManager.h"
#include "CDRailActivatorComponent.h"
#include "Entity.h"
#include "GameMessages.h"
#include "RebuildComponent.h"
#include "Game.h"
#include "dLogger.h"
#include "RenderComponent.h"
#include "EntityManager.h"
#include "eStateChangeType.h"
RailActivatorComponent::RailActivatorComponent(Entity* parent, int32_t componentID) : Component(parent) {
m_ComponentID = componentID;
const auto tableData = CDClientManager::Instance().GetTable<CDRailActivatorComponentTable>()->GetEntryByID(componentID);;
m_Path = parent->GetVar<std::u16string>(u"rail_path");
m_PathDirection = parent->GetVar<bool>(u"rail_path_direction");
m_PathStart = parent->GetVar<uint32_t>(u"rail_path_start");
m_StartSound = tableData.startSound;
m_loopSound = tableData.loopSound;
m_StopSound = tableData.stopSound;
m_StartAnimation = tableData.startAnimation;
m_LoopAnimation = tableData.loopAnimation;
m_StopAnimation = tableData.stopAnimation;
m_StartEffect = tableData.startEffectID;
m_LoopEffect = tableData.loopEffectID;
m_StopEffect = tableData.stopEffectID;
m_DamageImmune = parent->GetVar<bool>(u"rail_activator_damage_immune");
m_NoAggro = parent->GetVar<bool>(u"rail_no_aggro");
m_NotifyArrived = parent->GetVar<bool>(u"rail_notify_activator_arrived");
m_ShowNameBillboard = parent->GetVar<bool>(u"rail_show_name_billboard");
m_UseDB = parent->GetVar<bool>(u"rail_use_db");
m_CameraLocked = tableData.cameraLocked;
m_CollisionEnabled = tableData.playerCollision;
}
RailActivatorComponent::~RailActivatorComponent() = default;
void RailActivatorComponent::OnUse(Entity* originator) {
auto* rebuildComponent = m_Parent->GetComponent<RebuildComponent>();
if (rebuildComponent != nullptr && rebuildComponent->GetState() != eRebuildState::COMPLETED)
return;
if (rebuildComponent != nullptr) {
// Don't want it to be destroyed while a player is using it
rebuildComponent->SetResetTime(rebuildComponent->GetResetTime() + 10.0f);
}
m_EntitiesOnRail.push_back(originator->GetObjectID());
// Start the initial effects
if (!m_StartEffect.second.empty()) {
GameMessages::SendPlayFXEffect(originator->GetObjectID(), m_StartEffect.first, m_StartEffect.second,
std::to_string(m_StartEffect.first));
}
float animationLength = 0.5f;
if (!m_StartAnimation.empty()) {
animationLength = RenderComponent::PlayAnimation(originator, m_StartAnimation);
}
const auto originatorID = originator->GetObjectID();
m_Parent->AddCallbackTimer(animationLength, [originatorID, this]() {
auto* originator = Game::entityManager->GetEntity(originatorID);
if (originator == nullptr) {
return;
}
GameMessages::SendStartRailMovement(originator->GetObjectID(), m_Path, m_StartSound,
m_loopSound, m_StopSound, originator->GetSystemAddress(),
m_PathStart, m_PathDirection, m_DamageImmune, m_NoAggro, m_NotifyArrived,
m_ShowNameBillboard, m_CameraLocked, m_CollisionEnabled, m_UseDB, m_ComponentID,
m_Parent->GetObjectID());
});
}
void RailActivatorComponent::OnRailMovementReady(Entity* originator) const {
// Stun the originator
GameMessages::SendSetStunned(originator->GetObjectID(), eStateChangeType::PUSH, originator->GetSystemAddress(), LWOOBJID_EMPTY,
true, true, true, true, true, true, true
);
if (std::find(m_EntitiesOnRail.begin(), m_EntitiesOnRail.end(), originator->GetObjectID()) != m_EntitiesOnRail.end()) {
// Stop the initial effects
if (!m_StartEffect.second.empty()) {
GameMessages::SendStopFXEffect(originator, false, std::to_string(m_StartEffect.first));
}
// Start the looping effects
if (!m_LoopEffect.second.empty()) {
GameMessages::SendPlayFXEffect(originator->GetObjectID(), m_LoopEffect.first, m_LoopEffect.second,
std::to_string(m_LoopEffect.first));
}
if (!m_LoopAnimation.empty()) {
RenderComponent::PlayAnimation(originator, m_LoopAnimation);
}
GameMessages::SendSetRailMovement(originator->GetObjectID(), m_PathDirection, m_Path, m_PathStart,
originator->GetSystemAddress(), m_ComponentID,
m_Parent->GetObjectID());
}
}
void RailActivatorComponent::OnCancelRailMovement(Entity* originator) {
// Remove the stun from the originator
GameMessages::SendSetStunned(originator->GetObjectID(), eStateChangeType::POP, originator->GetSystemAddress(), LWOOBJID_EMPTY,
true, true, true, true, true, true, true
);
auto* rebuildComponent = m_Parent->GetComponent<RebuildComponent>();
if (rebuildComponent != nullptr) {
// Set back reset time
rebuildComponent->SetResetTime(rebuildComponent->GetResetTime() - 10.0f);
}
if (std::find(m_EntitiesOnRail.begin(), m_EntitiesOnRail.end(), originator->GetObjectID()) != m_EntitiesOnRail.end()) {
// Stop the looping effects
if (!m_LoopEffect.second.empty()) {
GameMessages::SendStopFXEffect(originator, false, std::to_string(m_LoopEffect.first));
}
// Start the end effects
if (!m_StopEffect.second.empty()) {
GameMessages::SendPlayFXEffect(originator->GetObjectID(), m_StopEffect.first, m_StopEffect.second,
std::to_string(m_StopEffect.first));
}
if (!m_StopAnimation.empty()) {
RenderComponent::PlayAnimation(originator, m_StopAnimation);
}
// Remove the player after they've signalled they're done railing
m_EntitiesOnRail.erase(std::remove(m_EntitiesOnRail.begin(), m_EntitiesOnRail.end(),
originator->GetObjectID()), m_EntitiesOnRail.end());
}
}