DarkflameServer/dScripts/ai/AG/AgBusDoor.cpp
David Markowitz 8d37d9b681
Organize dScripts (#814)
* Organize dScripts

whitespace

Remove parent scope

Remove parent scope from initial setter

Remove debug

Remove helper programs

* Fix NtImagimeterVisibility script

Co-authored-by: aronwk-aaron <aronwk.aaron@gmail.com>
2022-11-03 12:57:54 -05:00

66 lines
2.1 KiB
C++

#include "AgBusDoor.h"
#include "Entity.h"
#include "GameMessages.h"
#include "ProximityMonitorComponent.h"
void AgBusDoor::OnStartup(Entity* self) {
m_Counter = 0;
m_OuterCounter = 0;
self->SetProximityRadius(75, "busDoor");
self->SetProximityRadius(85, "busDoorOuter");
}
void AgBusDoor::OnProximityUpdate(Entity* self, Entity* entering, std::string name, std::string status) {
if (name != "busDoor" && name != "busDoorOuter") return;
// Make sure only humans are taken into account
if (!entering->GetCharacter()) return;
auto* proximityMonitorComponent = self->GetComponent<ProximityMonitorComponent>();
if (proximityMonitorComponent == nullptr) return;
m_Counter = 0;
m_OuterCounter = 0;
for (const auto& pair : proximityMonitorComponent->GetProximityObjects("busDoor")) {
auto* entity = EntityManager::Instance()->GetEntity(pair.first);
if (entity != nullptr && entity->IsPlayer()) m_Counter++;
}
for (const auto& pair : proximityMonitorComponent->GetProximityObjects("busDoorOuter")) {
auto* entity = EntityManager::Instance()->GetEntity(pair.first);
if (entity != nullptr && entity->IsPlayer()) m_OuterCounter++;
}
if (status == "ENTER") {
// move up when a player is inside both radii
if (m_Counter > 0) {
MoveDoor(self, true);
}
} else if (status == "LEAVE") {
// move down when no players are inside either radii
if (m_Counter <= 0) {
MoveDoor(self, false);
}
}
}
void AgBusDoor::MoveDoor(Entity* self, bool bOpen) {
if (bOpen) {
GameMessages::SendPlatformResync(self, UNASSIGNED_SYSTEM_ADDRESS, true, 1, 0);
} else {
GameMessages::SendPlatformResync(self, UNASSIGNED_SYSTEM_ADDRESS, true, 0, 1);
self->AddTimer("dustTimer", 2.0f);
}
//This is currently commented out because it might be the reason that people's audio is cutting out.
GameMessages::SendPlayNDAudioEmitter(self, UNASSIGNED_SYSTEM_ADDRESS, "{9a24f1fa-3177-4745-a2df-fbd996d6e1e3}");
}
void AgBusDoor::OnTimerDone(Entity* self, std::string timerName) {
if (timerName == "dustTimer") {
GameMessages::SendPlayFXEffect(self->GetObjectID(), 642, u"create", "busDust", LWOOBJID_EMPTY, 1.0f, 1.0f, true);
}
}