DarkflameServer/dScripts/NsTokenConsoleServer.cpp
David Markowitz 8cdb388915
Optimize scripts for faster compilation (#597)
* Implement Precompiled Headers

* First volume of optimizations

* Scripts A-B

Gonna be doing this in alphabetical order now.

* C Scripts and remove unneeded includes from base cppscripts header

Remove the MissionComponent and Loot includes from all base scripts and place their needed includes in the respective scripts.

* D scripts

* F scripts

* F scripts 2

Finish up removing extraneous includes from scripts that start with the letter F

* G scripts

Removing extraneous includes from scripts that start with the letter G

* I scripts

Removing extraneous includes from scripts that start with the letter I

* M-Z scripts

Removing extraneous includes from scripts that start with the letter M-Z

* Revert "Implement Precompiled Headers"

This reverts commit d79d8d4991.

* Revert "Revert "Implement Precompiled Headers""

This reverts commit 0597faf308.

* Add back in PCH

Add back in PCH

* Fix CMake

Whitespace

Remove duplicate file glob

Remove newline
2022-07-04 23:00:10 -07:00

76 lines
1.8 KiB
C++

#include "NsTokenConsoleServer.h"
#include "InventoryComponent.h"
#include "GameMessages.h"
#include "Character.h"
#include "MissionComponent.h"
#include "RebuildComponent.h"
void NsTokenConsoleServer::OnStartup(Entity* self)
{
}
void NsTokenConsoleServer::OnUse(Entity* self, Entity* user)
{
auto* rebuildComponent = self->GetComponent<RebuildComponent>();
if (rebuildComponent == nullptr)
{
return;
}
if (rebuildComponent->GetState() != REBUILD_COMPLETED)
{
return;
}
auto* inventoryComponent = user->GetComponent<InventoryComponent>();
auto* missionComponent = user->GetComponent<MissionComponent>();
auto* character = user->GetCharacter();
if (inventoryComponent == nullptr || missionComponent == nullptr || character == nullptr)
{
return;
}
if (inventoryComponent->GetLotCount(6194) < 25)
{
return;
}
inventoryComponent->RemoveItem(6194, 25);
const auto useSound = self->GetVar<std::string>(u"sound1");
if (!useSound.empty())
{
GameMessages::SendPlayNDAudioEmitter(self, UNASSIGNED_SYSTEM_ADDRESS, useSound);
}
// Player must be in faction to interact with this entity.
LOT tokenLOT = 0;
if (character->GetPlayerFlag(46))
{
tokenLOT = 8321;
}
else if (character->GetPlayerFlag(47))
{
tokenLOT = 8318;
}
else if (character->GetPlayerFlag(48))
{
tokenLOT = 8320;
}
else if (character->GetPlayerFlag(49))
{
tokenLOT = 8319;
}
inventoryComponent->AddItem(tokenLOT, 5, eLootSourceType::LOOT_SOURCE_NONE);
missionComponent->ForceProgressTaskType(863, 1, 1, false);
GameMessages::SendTerminateInteraction(user->GetObjectID(), FROM_INTERACTION, self->GetObjectID());
}