mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-12-26 23:43:34 +00:00
ef6f2f133e
* cast and code cleanup * cast cleanup * bug fixes and improvements * no getBoolField method exists * fixes * unbroke sg cannon scoring * removing comments * Remove the c-style cast warning I added from CMakeLists now that they're gone (it triggers on 3rd party dependencies and slows down compilation) * (Hopefully) fix MacOS compilation error * partially-implemented feedback * more updates to account for feedback * change bool default --------- Co-authored-by: jadebenn <jonahebenn@yahoo.com>
123 lines
3.0 KiB
C++
123 lines
3.0 KiB
C++
#include "AmDrawBridge.h"
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#include "EntityManager.h"
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#include "GameMessages.h"
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#include "SimplePhysicsComponent.h"
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#include "eTerminateType.h"
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void AmDrawBridge::OnStartup(Entity* self) {
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self->SetNetworkVar(u"InUse", false);
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self->SetVar(u"BridgeDown", false);
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}
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void AmDrawBridge::OnUse(Entity* self, Entity* user) {
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auto* bridge = GetBridge(self);
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if (bridge == nullptr) {
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return;
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}
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if (!self->GetNetworkVar<bool>(u"InUse")) {
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self->SetNetworkVar(u"startEffect", 5);
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self->AddTimer("ChangeBridge", 5);
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self->SetNetworkVar(u"InUse", true);
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}
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auto* player = user;
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GameMessages::SendTerminateInteraction(player->GetObjectID(), eTerminateType::FROM_INTERACTION, self->GetObjectID());
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}
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void AmDrawBridge::OnTimerDone(Entity* self, std::string timerName) {
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if (timerName == "ChangeBridge") {
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auto* bridge = GetBridge(self);
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if (bridge == nullptr) {
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return;
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}
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if (!self->GetVar<bool>(u"BridgeDown")) {
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self->SetVar(u"BridgeDown", true);
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MoveBridgeDown(self, bridge, true);
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} else {
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self->SetVar(u"BridgeDown", false);
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MoveBridgeDown(self, bridge, false);
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}
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self->SetNetworkVar(u"BridgeLeaving", true);
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self->SetVar(u"BridgeDown", false);
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} else if (timerName == "SmashEffectBridge") {
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self->SetNetworkVar(u"SmashBridge", 5);
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} else if (timerName == "rotateBridgeDown") {
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auto* bridge = GetBridge(self);
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if (bridge == nullptr) {
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return;
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}
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self->SetNetworkVar(u"BridgeLeaving", false);
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auto* simplePhysicsComponent = bridge->GetComponent<SimplePhysicsComponent>();
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if (simplePhysicsComponent == nullptr) {
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return;
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}
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simplePhysicsComponent->SetAngularVelocity(NiPoint3::ZERO);
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Game::entityManager->SerializeEntity(bridge);
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}
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}
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void AmDrawBridge::OnNotifyObject(Entity* self, Entity* sender, const std::string& name, int32_t param1, int32_t param2) {
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if (name == "BridgeBuilt") {
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self->SetVar(u"BridgeID", sender->GetObjectID());
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self->AddTimer("SmashEffectBridge", 45);
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self->SetNetworkVar(u"BridgeDead", true);
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sender->AddDieCallback([this, self, sender]() {
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NotifyDie(self, sender);
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});
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}
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}
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void AmDrawBridge::MoveBridgeDown(Entity* self, Entity* bridge, bool down) {
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auto* simplePhysicsComponent = bridge->GetComponent<SimplePhysicsComponent>();
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if (simplePhysicsComponent == nullptr) {
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return;
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}
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auto forwardVect = simplePhysicsComponent->GetRotation().GetForwardVector();
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auto degrees = down ? 90.0f : -90.0f;
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const auto travelTime = 2.0f;
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forwardVect = forwardVect * static_cast<float>((degrees / travelTime) * (3.14f / 180.0f));
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simplePhysicsComponent->SetAngularVelocity(forwardVect);
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Game::entityManager->SerializeEntity(bridge);
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self->AddTimer("rotateBridgeDown", travelTime);
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}
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void AmDrawBridge::NotifyDie(Entity* self, Entity* other) {
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self->SetNetworkVar(u"InUse", false);
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self->SetVar(u"BridgeDown", false);
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self->CancelAllTimers();
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}
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Entity* AmDrawBridge::GetBridge(Entity* self) {
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const auto bridgeID = self->GetVar<LWOOBJID>(u"BridgeID");
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return Game::entityManager->GetEntity(bridgeID);
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}
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