DarkflameServer/dScripts/02_server/Map/NT/NtParadoxTeleServer.cpp
David Markowitz 455f9470a5
Move EntityManager to Game namespace (#1140)
* Move EntityManager to Game namespace

* move initialization to later

Need to wait for dZoneManager to be initialized.

* Fix bugs

- Cannot delete from a RandomAccessIterator while in a range based for loop.

Touchup zone manager initialize

replace magic numbers with better named constants
replace magic zonecontrol id with a more readable hex alternative
condense stack variables
move initializers closer to their use
initialize entity manager with zone control

change initialize timings

If zone is not zero we expect to initialize the entity manager during zone manager initialization

Add constexpr for zone control LOT

* Add proper error handling

* revert vanity changes

* Update WorldServer.cpp

* Update dZoneManager.cpp
2023-07-15 13:56:33 -07:00

116 lines
3.5 KiB
C++

#include "NtParadoxTeleServer.h"
#include "GameMessages.h"
#include "EntityManager.h"
#include "MissionComponent.h"
#include "eMissionTaskType.h"
#include "RenderComponent.h"
#include "eStateChangeType.h"
void NtParadoxTeleServer::OnStartup(Entity* self) {
self->SetProximityRadius(5, "teleport");
}
void NtParadoxTeleServer::OnPlayerLoaded(Entity* self, Entity* player) {
}
void NtParadoxTeleServer::OnProximityUpdate(Entity* self, Entity* entering, std::string name, std::string status) {
if (status != "ENTER" || !entering->IsPlayer() || name != "teleport") return;
auto* player = entering;
const auto playerID = player->GetObjectID();
const auto iter = m_TeleportingPlayerTable.find(playerID);
if (iter == m_TeleportingPlayerTable.end()) m_TeleportingPlayerTable[playerID] = false;
const auto bPlayerBeingTeleported = m_TeleportingPlayerTable[playerID];
if (player->IsPlayer() && !bPlayerBeingTeleported) {
GameMessages::SendSetStunned(playerID, eStateChangeType::PUSH, player->GetSystemAddress(), LWOOBJID_EMPTY,
true, true, true, true, true, true, true
);
auto animTime = RenderComponent::PlayAnimation(player, u"teledeath", 4.0f);
if (animTime == 0.0f) animTime = 2.0f;
self->AddCallbackTimer(animTime, [this, self, playerID]() {
auto* player = Game::entityManager->GetEntity(playerID);
if (player == nullptr) {
return;
}
TeleportPlayer(self, player);
});
}
auto* missionComponent = player->GetComponent<MissionComponent>();
if (missionComponent != nullptr) {
missionComponent->Progress(eMissionTaskType::SCRIPT, self->GetLOT());
}
}
void NtParadoxTeleServer::TeleportPlayer(Entity* self, Entity* player) {
auto destinationGroup = self->GetVar<std::u16string>(u"teleGroup");
auto* destination = self;
if (!destinationGroup.empty()) {
const auto& groupObjs = Game::entityManager->GetEntitiesInGroup(GeneralUtils::UTF16ToWTF8(destinationGroup));
if (!groupObjs.empty()) {
destination = groupObjs[0];
}
}
const auto destPosition = destination->GetPosition();
const auto destRotation = destination->GetRotation();
auto teleCinematic = self->GetVar<std::u16string>(u"Cinematic");
if (!teleCinematic.empty()) {
const auto teleCinematicUname = teleCinematic;
GameMessages::SendPlayCinematic(player->GetObjectID(), teleCinematicUname, player->GetSystemAddress());
}
GameMessages::SendTeleport(player->GetObjectID(), destPosition, destRotation, player->GetSystemAddress(), true);
RenderComponent::PlayAnimation(player, u"paradox-teleport-in", 4.0f);
const auto animTime = 2;
const auto playerID = player->GetObjectID();
self->AddCallbackTimer(animTime, [this, self, playerID]() {
auto* player = Game::entityManager->GetEntity(playerID);
if (player == nullptr) {
return;
}
UnlockPlayer(self, player);
});
const auto useSound = self->GetVar<std::string>(u"sound1");
if (!useSound.empty()) {
GameMessages::SendPlayNDAudioEmitter(player, player->GetSystemAddress(), useSound);
}
}
void NtParadoxTeleServer::UnlockPlayer(Entity* self, Entity* player) {
const auto playerID = player->GetObjectID();
m_TeleportingPlayerTable[playerID] = false;
GameMessages::SendSetStunned(playerID, eStateChangeType::POP, player->GetSystemAddress(), LWOOBJID_EMPTY,
true, true, true, true, true, true, true
);
auto teleCinematic = self->GetVar<std::u16string>(u"Cinematic");
if (!teleCinematic.empty()) {
const auto teleCinematicUname = teleCinematic;
GameMessages::SendEndCinematic(player->GetObjectID(), teleCinematicUname, player->GetSystemAddress());
}
}