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https://github.com/DarkflameUniverse/DarkflameServer.git
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b432a3f5da
Clean up macros more tomorrow Cleanup and optimize CDActivities table Remove unused include Further work on CDActivityRewards Update MasterServer.cpp Further animations work Activities still needs work for a better PK. fix type All of these replacements worked Create internal interface for animations Allows for user to just call GetAnimationTIme or PlayAnimation rather than passing in arbitrary true false statements
45 lines
1.5 KiB
C++
45 lines
1.5 KiB
C++
#include "MaestromExtracticatorServer.h"
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#include "GameMessages.h"
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#include "GeneralUtils.h"
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#include "EntityManager.h"
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#include "MissionComponent.h"
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#include "eMissionTaskType.h"
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#include "RenderComponent.h"
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void MaestromExtracticatorServer::OnStartup(Entity* self) {
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self->AddTimer("PlayFail", RenderComponent::PlayAnimation(self, failAnim));
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self->AddTimer("RemoveSample", destroyAfterNoSampleTime);
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}
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void MaestromExtracticatorServer::OnFireEventServerSide(Entity* self, Entity* sender, std::string args, int32_t param1, int32_t param2, int32_t param3) {
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if (sender == nullptr) return;
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if (args == "attemptCollection") {
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Entity* player = EntityManager::Instance()->GetEntity(self->GetSpawnerID());
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if (!player) return;
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auto missionComponent = player->GetComponent<MissionComponent>();
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if (missionComponent == nullptr) return;
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missionComponent->Progress(eMissionTaskType::SMASH, 14718);
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CollectSample(self, sender->GetObjectID());
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sender->ScheduleKillAfterUpdate();
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}
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}
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void MaestromExtracticatorServer::CollectSample(Entity* self, LWOOBJID sampleObj) {
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self->AddTimer("RemoveSample", PlayAnimAndReturnTime(self, collectAnim));
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}
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float MaestromExtracticatorServer::PlayAnimAndReturnTime(Entity* self, std::string animID) {
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return RenderComponent::PlayAnimation(self, animID);
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}
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void MaestromExtracticatorServer::OnTimerDone(Entity* self, std::string timerName) {
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if (timerName == "RemoveSample") {
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self->ScheduleKillAfterUpdate();
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} else if (timerName == "PlayFail") {
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RenderComponent::PlayAnimation(self, failAnim);
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}
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}
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