DarkflameServer/dScripts/02_server/Map/njhub/CatapultBaseServer.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

67 lines
2.5 KiB
C++

#include "CatapultBaseServer.h"
#include "GameMessages.h"
#include "EntityManager.h"
#include "Entity.h"
#include "RenderComponent.h"
void CatapultBaseServer::OnNotifyObject(Entity* self, Entity* sender, const std::string& name, int32_t param1, int32_t param2) {
if (name == "BouncerBuilt") {
// start a timer for the arm to player the with bouncer animation
self->AddTimer("PlatAnim", .75);
// set the bouncer so we can use it later
self->SetVar(u"Bouncer", sender->GetObjectID());
GameMessages::SendBouncerActiveStatus(sender->GetObjectID(), true, UNASSIGNED_SYSTEM_ADDRESS);
}
}
void CatapultBaseServer::OnTimerDone(Entity* self, std::string timerName) {
if (timerName == "PlatAnim") {
// get the arm asset
const auto arm = Game::entityManager->GetEntitiesInGroup(self->GetVarAsString(u"ArmGroup"));
// tell the arm to the play the platform animation, which is just the arm laying there but with bouncer
for (auto* obj : arm) {
RenderComponent::PlayAnimation(obj, u"idle-platform");
GameMessages::SendPlayNDAudioEmitter(obj, UNASSIGNED_SYSTEM_ADDRESS, "{8cccf912-69e3-4041-a20b-63e4afafc993}");
// set the art so we can use it again
self->SetVar(u"Arm", obj->GetObjectID());
break;
}
// start a timer till the bouncer actually bounces
self->AddTimer("bounce", 3);
} else if (timerName == "launchAnim") {
// get the arm asset
auto* arm = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(u"Arm"));
if (arm == nullptr) return;
// tell the arm to player the launcher animation
auto animTime = 1;
self->AddTimer("resetArm", animTime);
RenderComponent::PlayAnimation(arm, u"launch");
} else if (timerName == "bounce") {
auto* bouncer = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(u"Bouncer"));
if (bouncer == nullptr) return;
// bounce all players
bouncer->NotifyObject(bouncer, "bounceAllInProximity"); // Likely to trigger server side bounce, bodging this
// add a delay to play the animation
self->AddTimer("launchAnim", .3);
} else if (timerName == "resetArm") {
auto* arm = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(u"Arm"));
if (arm == nullptr) return;
// set the arm back to natural state
RenderComponent::PlayAnimation(arm, u"idle");
auto* bouncer = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(u"Bouncer"));
if (bouncer == nullptr) return;
// kill the bouncer
GameMessages::SendNotifyClientObject(bouncer->GetObjectID(), u"TimeToDie");
bouncer->Smash(self->GetObjectID(), eKillType::VIOLENT);
}
}