mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-14 04:08:20 +00:00
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
217 lines
6.0 KiB
C++
217 lines
6.0 KiB
C++
#include "CavePrisonCage.h"
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#include "EntityManager.h"
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#include "RebuildComponent.h"
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#include "GameMessages.h"
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#include "Character.h"
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#include "dZoneManager.h"
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#include "RenderComponent.h"
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void CavePrisonCage::OnStartup(Entity* self) {
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const auto& myNum = self->GetVar<std::u16string>(u"myNumber");
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if (myNum.empty()) {
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return;
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}
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auto* spawner = dZoneManager::Instance()->GetSpawnersByName("PrisonCounterweight_0" + GeneralUtils::UTF16ToWTF8(myNum))[0];
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self->SetVar<Spawner*>(u"CWSpawner", spawner);
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Setup(self, spawner);
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}
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void CavePrisonCage::Setup(Entity* self, Spawner* spawner) {
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SpawnCounterweight(self, spawner);
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NiPoint3 mypos = self->GetPosition();
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NiQuaternion myrot = self->GetRotation();
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mypos.y += 1.5;
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mypos.z -= 0.5;
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EntityInfo info{};
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info.lot = m_Villagers[self->GetVarAs<int32_t>(u"myNumber") - 1];
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info.pos = mypos;
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info.rot = myrot;
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info.spawnerID = self->GetObjectID();
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// Spawn the villager inside the jail
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auto* entity = EntityManager::Instance()->CreateEntity(info);
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// Save the villeger ID
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self->SetVar<LWOOBJID>(u"villager", entity->GetObjectID());
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// Construct the entity
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EntityManager::Instance()->ConstructEntity(entity);
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}
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void CavePrisonCage::OnRebuildNotifyState(Entity* self, eRebuildState state) {
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if (state != eRebuildState::REBUILD_RESETTING) {
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return;
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}
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auto* spawner = self->GetVar<Spawner*>(u"CWSpawner");
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if (spawner == nullptr) {
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return;
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}
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spawner->Reset();
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SpawnCounterweight(self, spawner);
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}
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void CavePrisonCage::SpawnCounterweight(Entity* self, Spawner* spawner) {
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spawner->Reset();
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auto* counterweight = spawner->Spawn();
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self->SetVar<LWOOBJID>(u"Counterweight", counterweight->GetObjectID());
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auto* rebuildComponent = counterweight->GetComponent<RebuildComponent>();
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if (rebuildComponent != nullptr) {
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rebuildComponent->AddRebuildStateCallback([this, self](eRebuildState state) {
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OnRebuildNotifyState(self, state);
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});
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rebuildComponent->AddRebuildCompleteCallback([this, self](Entity* user) {
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// The counterweight is a simple mover, which is not implemented, so we'll just set it's position
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auto* counterweight = EntityManager::Instance()->GetEntity(self->GetVar<LWOOBJID>(u"Counterweight"));
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if (counterweight == nullptr) {
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return;
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}
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// Move the counterweight down 2 units
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counterweight->SetPosition(counterweight->GetPosition() + NiPoint3(0, -2, 0));
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// Serialize the counterweight
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EntityManager::Instance()->SerializeEntity(counterweight);
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// notifyPlatformAtLastWaypoint
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// Save the userID as Builder
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self->SetVar<LWOOBJID>(u"Builder", user->GetObjectID());
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// Get the button and make sure it still exists
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auto* button = EntityManager::Instance()->GetEntity(self->GetVar<LWOOBJID>(u"Button"));
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if (button == nullptr) {
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return;
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}
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// Play the 'down' animation on the button
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RenderComponent::PlayAnimation(button, u"down");
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// Setup a timer named 'buttonGoingDown' to be triggered in 5 seconds
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self->AddTimer("buttonGoingDown", 5.0f);
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});
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}
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if (self->GetVar<LWOOBJID>(u"Button")) {
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return;
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}
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GetButton(self);
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}
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void CavePrisonCage::GetButton(Entity* self) {
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const auto buttons = EntityManager::Instance()->GetEntitiesInGroup("PrisonButton_0" + std::to_string(self->GetVarAs<int32_t>(u"myNumber")));
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if (buttons.size() == 0) {
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// Try again in 0.5 seconds
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self->AddCallbackTimer(0.5, [this, self]() {
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GetButton(self);
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});
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return;
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}
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auto* button = buttons[0];
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self->SetVar<LWOOBJID>(u"Button", button->GetObjectID());
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}
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void CavePrisonCage::OnTimerDone(Entity* self, std::string timerName) {
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// the anim of the button down is over
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if (timerName == "buttonGoingDown") {
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// Play the 'up' animation
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RenderComponent::PlayAnimation(self, u"up");
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// Setup a timer named 'CageOpen' to be triggered in 1 second
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self->AddTimer("CageOpen", 1.0f);
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} else if (timerName == "CageOpen") {
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// play the idle open anim
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RenderComponent::PlayAnimation(self, u"idle-up");
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// Get the villeger
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auto* villager = EntityManager::Instance()->GetEntity(self->GetVar<LWOOBJID>(u"villager"));
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if (villager == nullptr) {
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return;
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}
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GameMessages::SendNotifyClientObject(villager->GetObjectID(), u"TimeToChat", 0, 0, LWOOBJID_EMPTY, "", UNASSIGNED_SYSTEM_ADDRESS);
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// Get the builder and make sure it still exists
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auto* builder = EntityManager::Instance()->GetEntity(self->GetVar<LWOOBJID>(u"Builder"));
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if (builder == nullptr) {
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return;
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}
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const auto flagNum = 2020 + self->GetVarAs<int32_t>(u"myNumber");
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// Set the flag on the builder character
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builder->GetCharacter()->SetPlayerFlag(flagNum, true);
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// Setup a timer named 'VillagerEscape' to be triggered in 5 seconds
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self->AddTimer("VillagerEscape", 5.0f);
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} else if (timerName == "VillagerEscape") {
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// Get the villeger and make sure it still exists
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auto* villager = EntityManager::Instance()->GetEntity(self->GetVar<LWOOBJID>(u"villager"));
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if (villager == nullptr) {
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return;
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}
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// Kill the villager
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villager->Kill();
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// Setup a timer named 'SmashCounterweight' to be triggered in 2 seconds
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self->AddTimer("SmashCounterweight", 2.0f);
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} else if (timerName == "SmashCounterweight") {
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// Get the counterweight and make sure it still exists
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auto* counterweight = EntityManager::Instance()->GetEntity(self->GetVar<LWOOBJID>(u"Counterweight"));
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if (counterweight == nullptr) {
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return;
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}
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// Smash the counterweight
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counterweight->Smash();
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// Get the button and make sure it still exists
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auto* button = EntityManager::Instance()->GetEntity(self->GetVar<LWOOBJID>(u"Button"));
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if (button == nullptr) {
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return;
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}
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// Play the 'up' animation on the button
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RenderComponent::PlayAnimation(button, u"up");
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// Setup a timer named 'CageClosed' to be triggered in 1 second
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self->AddTimer("CageClosed", 1.0f);
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} else if (timerName == "CageClosed") {
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// play the idle closed anim
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RenderComponent::PlayAnimation(self, u"idle");
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// Setup a timer named 'ResetPrison' to be triggered in 10 seconds
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self->AddTimer("ResetPrison", 10.0f);
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} else if (timerName == "ResetPrison") {
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Setup(self, self->GetVar<Spawner*>(u"CWSpawner"));
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}
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}
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