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https://github.com/DarkflameUniverse/DarkflameServer.git
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e524b86e12
* breakout the component types into a scoped enum tested that things are the same as they were before * fix missed rename * fix brick-by-brick name to be crafting because that's what it is
54 lines
1.3 KiB
C++
54 lines
1.3 KiB
C++
#include "TouchMissionUpdateServer.h"
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#include "Entity.h"
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#include "GameMessages.h"
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#include "MissionComponent.h"
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#include "eMissionState.h"
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#include "eReplicaComponentType.h"
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void TouchMissionUpdateServer::OnStartup(Entity* self) {
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self->SetProximityRadius(20, "touchCheck"); // Those does not have a collider for some reason?
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}
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void TouchMissionUpdateServer::OnCollisionPhantom(Entity* self, Entity* target) {
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int32_t missionId = self->GetVar<int32_t>(u"TouchCompleteID");
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if (missionId == 0) {
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return;
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}
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auto* missionComponent = static_cast<MissionComponent*>(target->GetComponent(eReplicaComponentType::MISSION));
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if (missionComponent == nullptr) {
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return;
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}
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auto* mission = missionComponent->GetMission(missionId);
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if (mission == nullptr) {
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return;
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}
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const auto state = mission->GetMissionState();
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if (state >= eMissionState::COMPLETE || mission->GetCompletions() > 1) {
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return;
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}
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for (auto* task : mission->GetTasks()) {
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if (!task->IsComplete()) {
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task->Complete();
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}
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}
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mission->CheckCompletion();
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}
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void TouchMissionUpdateServer::OnProximityUpdate(Entity* self, Entity* entering, const std::string name, const std::string status) {
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if (name != "touchCheck" || status != "ENTER") {
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return;
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}
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OnCollisionPhantom(self, entering);
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}
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