mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-13 03:38:20 +00:00
455f9470a5
* 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
225 lines
7.9 KiB
C++
225 lines
7.9 KiB
C++
#include "NsConcertQuickBuild.h"
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#include "EntityManager.h"
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#include "NsConcertChoiceBuildManager.h"
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#include "DestroyableComponent.h"
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#include "GameMessages.h"
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#include "MovingPlatformComponent.h"
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#include "MissionComponent.h"
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const float NsConcertQuickBuild::resetTime = 40.0f;
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const float NsConcertQuickBuild::resetBlinkTime = 6.0f;
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const float NsConcertQuickBuild::resetStageTime = 66.5f;
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const float NsConcertQuickBuild::resetActivatorTime = 30.0f;
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const std::map<LOT, QuickBuildSet> NsConcertQuickBuild::quickBuildSets{
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{5846, QuickBuildSet {"laser", {"discoball", "discofloor", "stagelights", "spotlight"}}},
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{5847, QuickBuildSet {"spotlight", {"spotlight", "stagelights"}}},
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{5848, QuickBuildSet {"rocket", {"flamethrower"}}},
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{5845, QuickBuildSet {"speaker", {"speaker", "speakerHill", "stagelights", "spotlight"}}}
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};
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const std::map<std::string, std::string> NsConcertQuickBuild::quickBuildFX{
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{"discoball", "effectsDiscoball"},
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{"speaker", "effectsShell"},
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{"speakerHill", "effectsHill"},
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{"spotlight", "effectsHill"},
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{"discofloor", "effectsShell"},
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{"flamethrower", "effectsShell"},
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{"stagelights", "effectsShell"}
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};
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std::vector<LWOOBJID> NsConcertQuickBuild::finishedQuickBuilds = {};
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void NsConcertQuickBuild::OnStartup(Entity* self) {
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const auto groups = self->GetGroups();
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if (groups.empty())
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return;
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// Groups are of the form Concert_Laser_QB_1, Concert_Laser_QB_2, etc.
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auto group = groups.at(0);
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const auto splitGroup = GeneralUtils::SplitString(group, '_');
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if (splitGroup.size() < 4)
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return;
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// Get the manager of the crate of this quick build
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const auto groupNumber = std::stoi(splitGroup.at(3));
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const auto managerObjects = Game::entityManager->GetEntitiesInGroup("CB_" + std::to_string(groupNumber));
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if (managerObjects.empty())
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return;
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auto* managerObject = managerObjects.at(0);
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self->SetVar<LWOOBJID>(u"managerObject", managerObject->GetObjectID());
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self->SetVar<int32_t>(u"groupNumber", groupNumber);
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// Makes the quick build blink after a certain amount of time
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self->AddCallbackTimer(GetBlinkTime(resetActivatorTime), [self]() {
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self->SetNetworkVar<float>(u"startEffect", NsConcertQuickBuild::GetBlinkTime(resetActivatorTime));
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});
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// Destroys the quick build after a while if it wasn't built
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self->AddCallbackTimer(resetActivatorTime, [self]() {
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self->SetNetworkVar<float>(u"startEffect", -1.0f);
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self->Smash(self->GetObjectID(), eKillType::SILENT);
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});
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}
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float NsConcertQuickBuild::GetBlinkTime(float time) {
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return time <= NsConcertQuickBuild::resetBlinkTime ? 1.0f : time - NsConcertQuickBuild::resetBlinkTime;
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}
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void NsConcertQuickBuild::OnDie(Entity* self, Entity* killer) {
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auto* managerObject = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(u"managerObject"));
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if (managerObject) {
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managerObject->CancelAllTimers();
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managerObject->AddCallbackTimer(1.0f, [managerObject]() {
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NsConcertChoiceBuildManager::SpawnCrate(managerObject);
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});
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}
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auto position = std::find(finishedQuickBuilds.begin(), finishedQuickBuilds.end(), self->GetObjectID());
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if (position != finishedQuickBuilds.end())
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finishedQuickBuilds.erase(position);
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}
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void NsConcertQuickBuild::OnRebuildComplete(Entity* self, Entity* target) {
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const auto groupNumber = self->GetVar<int32_t>(u"groupNumber");
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finishedQuickBuilds.push_back(self->GetObjectID());
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self->SetNetworkVar<float>(u"startEffect", -1.0f);
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ProgressStageCraft(self, target);
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// Find all the quick build objects of the same lot
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auto finishedQuickBuildObjects = std::vector<Entity*>();
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for (auto quickBuildID : finishedQuickBuilds) {
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const auto quickBuildObject = Game::entityManager->GetEntity(quickBuildID);
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if (quickBuildObject && quickBuildObject->GetLOT() == self->GetLOT()) {
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quickBuildObject->SetVar<LWOOBJID>(u"Player_" + (GeneralUtils::to_u16string(groupNumber)), target->GetObjectID());
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finishedQuickBuildObjects.push_back(quickBuildObject);
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}
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}
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// If all 4 sets were built, do cool stuff
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if (finishedQuickBuildObjects.size() >= 4) {
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// Move all the platforms so the user can collect the imagination brick
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const auto movingPlatforms = Game::entityManager->GetEntitiesInGroup("ConcertPlatforms");
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for (auto* movingPlatform : movingPlatforms) {
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auto* component = movingPlatform->GetComponent<MovingPlatformComponent>();
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if (component) {
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component->WarpToWaypoint(component->GetLastWaypointIndex());
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movingPlatform->AddCallbackTimer(resetStageTime, [movingPlatform, component]() {
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component->WarpToWaypoint(0);
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});
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}
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}
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ProgressLicensedTechnician(self);
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// Reset all timers for the quickbuilds and make them indestructible
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for (auto quickBuild : finishedQuickBuildObjects) {
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quickBuild->SetNetworkVar<float>(u"startEffect", -1.0f);
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quickBuild->CancelAllTimers();
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// Indicate that the stage will reset
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quickBuild->AddCallbackTimer(GetBlinkTime(resetStageTime), [quickBuild]() {
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quickBuild->SetNetworkVar<float>(u"startEffect", GetBlinkTime(resetTime));
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});
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// Reset the stage
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quickBuild->AddCallbackTimer(resetStageTime, [quickBuild]() {
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CancelEffects(quickBuild);
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quickBuild->SetNetworkVar<float>(u"startEffect", -1);
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quickBuild->Smash();
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});
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auto* destroyableComponent = quickBuild->GetComponent<DestroyableComponent>();
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if (destroyableComponent)
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destroyableComponent->SetFaction(-1);
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}
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UpdateEffects(self);
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return;
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}
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// If not all 4 sets were built, reset the timers that were set on spawn
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self->CancelAllTimers();
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// Makes the quick build blink after a certain amount of time
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self->AddCallbackTimer(GetBlinkTime(resetTime), [self]() {
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self->SetNetworkVar<float>(u"startEffect", NsConcertQuickBuild::GetBlinkTime(resetActivatorTime));
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});
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// Destroys the quick build after a while if it wasn't built
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self->AddCallbackTimer(resetTime, [self]() {
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self->SetNetworkVar<float>(u"startEffect", -1.0f);
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self->Smash(self->GetObjectID());
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});
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}
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void NsConcertQuickBuild::ProgressStageCraft(Entity* self, Entity* player) {
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auto* missionComponent = player->GetComponent<MissionComponent>();
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if (missionComponent) {
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// Has to be forced as to not accidentally trigger the licensed technician achievement
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switch (self->GetLOT()) {
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case 5845:
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missionComponent->ForceProgress(283, 432, 5845);
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break;
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case 5846:
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missionComponent->ForceProgress(283, 433, 5846);
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break;
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case 5847:
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missionComponent->ForceProgress(283, 434, 5847);
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break;
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case 5848:
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missionComponent->ForceProgress(283, 435, 5848);
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break;
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default:
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break;
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}
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}
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}
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void NsConcertQuickBuild::ProgressLicensedTechnician(Entity* self) {
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for (auto i = 1; i < 5; i++) {
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const auto playerID = self->GetVar<LWOOBJID>(u"Player_" + (GeneralUtils::to_u16string(i)));
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if (playerID != LWOOBJID_EMPTY) {
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const auto player = Game::entityManager->GetEntity(playerID);
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if (player) {
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auto playerMissionComponent = player->GetComponent<MissionComponent>();
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if (playerMissionComponent)
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playerMissionComponent->ForceProgress(598, 903, self->GetLOT());
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}
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}
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}
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}
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void NsConcertQuickBuild::UpdateEffects(Entity* self) {
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CancelEffects(self);
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auto setIterator = quickBuildSets.find(self->GetLOT());
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if (setIterator == quickBuildSets.end())
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return;
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for (const auto& effectName : setIterator->second.effects) {
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const auto effectObjects = Game::entityManager->GetEntitiesInGroup(quickBuildFX.at(effectName));
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for (auto* effectObject : effectObjects) {
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GameMessages::SendPlayFXEffect(effectObject, 0, GeneralUtils::ASCIIToUTF16(effectName),
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effectName + "Effect", LWOOBJID_EMPTY, 1, 1, true);
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}
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}
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}
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void NsConcertQuickBuild::CancelEffects(Entity* self) {
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auto setIterator = quickBuildSets.find(self->GetLOT());
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if (setIterator == quickBuildSets.end())
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return;
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for (const auto& effectName : setIterator->second.effects) {
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const auto effectObjects = Game::entityManager->GetEntitiesInGroup(quickBuildFX.at(effectName));
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for (auto* effectObject : effectObjects) {
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GameMessages::SendStopFXEffect(effectObject, true, effectName + "Effect");
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}
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}
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}
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