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192c8cf974
* feat: refactor vanity cleanup code to be generalized for objects remove unused party feature add fallback to data to text Allow for better organizing data in multiple files remove special case flag values in favor of config data general cleanup and fixes * newline at eof's
50 lines
2.1 KiB
C++
50 lines
2.1 KiB
C++
#include "DLUVanityTeleportingObject.h"
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#include "GameMessages.h"
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#include "dServer.h"
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#include "VanityUtilities.h"
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#include "RenderComponent.h"
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void DLUVanityTeleportingObject::OnStartup(Entity* self) {
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if (!self->HasVar(u"npcName") || !self->HasVar(u"teleport")) return;
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m_Object = VanityUtilities::GetObject(self->GetVarAsString(u"npcName"));
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if (!m_Object) return;
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if (self->HasVar(u"teleportInterval")) m_TeleportInterval = self->GetVar<float>(u"teleportInterval");
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if (self->GetVar<bool>(u"teleport")) {
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self->AddTimer("setupTeleport", m_TeleportInterval);
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}
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}
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void DLUVanityTeleportingObject::OnTimerDone(Entity* self, std::string timerName) {
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if (timerName == "setupTeleport") {
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RenderComponent::PlayAnimation(self, u"interact");
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GameMessages::SendPlayFXEffect(self->GetObjectID(), 6478, u"teleportBeam", "teleportBeam");
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GameMessages::SendPlayFXEffect(self->GetObjectID(), 6478, u"teleportRings", "teleportRings");
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self->AddTimer("teleport", 2.0f);
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self->AddTimer("stopFX", 2.0f);
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} else if (timerName == "stopFX") {
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GameMessages::SendStopFXEffect(self, true, "teleportBeam");
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GameMessages::SendStopFXEffect(self, true, "teleportRings");
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} else if (timerName == "teleport") {
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std::vector<VanityObjectLocation>& locations = m_Object->m_Locations[Game::server->GetZoneID()];
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selectLocation:
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VanityObjectLocation& newLocation = locations[GeneralUtils::GenerateRandomNumber<size_t>(0, locations.size() - 1)];
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// try to get not the same position, but if we get the same one twice, it's fine
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if (self->GetPosition() == newLocation.m_Position) {
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VanityObjectLocation& newLocation = locations[GeneralUtils::GenerateRandomNumber<size_t>(0, locations.size() - 1)];
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}
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self->SetPosition(newLocation.m_Position);
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self->SetRotation(newLocation.m_Rotation);
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self->SetScale(newLocation.m_Scale);
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GameMessages::SendPlayFXEffect(self->GetObjectID(), 6478, u"teleportBeam", "teleportBeam");
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GameMessages::SendPlayFXEffect(self->GetObjectID(), 6478, u"teleportRings", "teleportRings");
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self->AddTimer("stopFX", 2.0f);
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self->AddTimer("setupTeleport", m_TeleportInterval);
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}
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}
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