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https://github.com/DarkflameUniverse/DarkflameServer.git
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8cdb388915
* 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 commitd79d8d4991
. * Revert "Revert "Implement Precompiled Headers"" This reverts commit0597faf308
. * Add back in PCH Add back in PCH * Fix CMake Whitespace Remove duplicate file glob Remove newline
118 lines
5.4 KiB
C++
118 lines
5.4 KiB
C++
#pragma once
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#include "CppScripts.h"
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class BasePropertyServer : public CppScripts::Script {
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public:
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virtual void SetGameVariables(Entity* self);
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virtual void CheckForOwner(Entity* self);
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virtual void PropGuardCheck(Entity* self, Entity* player);
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void OnStartup(Entity *self) override;
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void OnFireEventServerSide(Entity *self, Entity *sender, std::string args, int32_t param1, int32_t param2,
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int32_t param3) override;
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void OnPlayerLoaded(Entity *self, Entity *player) override { BasePlayerLoaded(self, player); };
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void OnPlayerExit(Entity *self, Entity *player) override { BasePlayerExit(self, player); };
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void OnZonePropertyModelPlaced(Entity *self, Entity *player) override { BaseZonePropertyModelPlaced(self, player); }
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void OnZonePropertyRented(Entity *self, Entity* renter) override { BaseZonePropertyRented(self, renter); };
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void OnTimerDone(Entity *self, std::string timerName) override { BaseTimerDone(self, timerName); };
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virtual void BasePlayerLoaded(Entity* self, Entity* player);
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virtual void BaseZonePropertyRented(Entity* self, Entity* player) const;
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virtual void BaseZonePropertyModelPlaced(Entity* self, Entity* player) const;
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virtual void BasePlayerExit(Entity *self, Entity *player);
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virtual void BaseTimerDone(Entity* self, const std::string& timerName);
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void KillClouds(Entity* self);
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virtual void SpawnSpots(Entity* self);
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virtual void KillSpots(Entity* self);
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virtual void StartMaelstrom(Entity* self, Entity* player);
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virtual void StartTornadoFx(Entity* self) const;
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virtual void KillGuard(Entity* self);
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static void RequestDie(Entity* self, Entity* other);
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void DeactivateSpawner(const std::string& spawnerName);
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static void ResetSpawner(const std::string& spawnerName);
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static void DestroySpawner(const std::string& spawnerName);
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static void ActivateSpawner(const std::string& spawnerName);
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static void TriggerSpawner(const std::string& spawnerNamstatic);
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static LWOOBJID GetOwner();
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protected:
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void HandleOrbsTimer(Entity* self);
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void HandleGeneratorTimer(Entity* self);
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void HandleQuickBuildTimer(Entity* self);
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// GUIDs
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std::string GUIDMaelstrom = "{7881e0a1-ef6d-420c-8040-f59994aa3357}";
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std::string GUIDPeaceful = "{c5725665-58d0-465f-9e11-aeb1d21842ba}";
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// Groups
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std::u16string PropertyPlaqueGroup = u"PropertyPlaqueGroup";
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std::u16string PropertyVendorGroup = u"PropertyVendorGroup";
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std::u16string PropertyBorderGroup = u"PropertyBorderGroup";
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std::u16string SpotsGroup = u"SpotsGroup";
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std::u16string MSCloudsGroup = u"MSCloudsGroup";
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std::u16string GeneratorFXGroup = u"GeneratorFXGroup";
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std::u16string GeneratorGroup = u"GeneratorGroup";
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std::u16string ImagOrbGroup = u"ImagOrbGroup";
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std::u16string FXManagerGroup = u"FXManagerGroup";
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std::u16string ClaimMarkerGroup = u"ClaimMarkerGroup";
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std::u16string GuardGroup = u"GuardGroup";
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std::u16string EnemiesGroup = u"EnemiesGroup";
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// Spawners
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std::u16string EnemiesSpawner = u"EnemiesSpawner";
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std::u16string PropObjsSpawner = u"PropObjsSpawner";
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std::u16string PropertyMGSpawner = u"PropertyMGSpawner";
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std::u16string DamageFXSpawner = u"DamageFXSpawner";
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std::u16string FXSpotsSpawner = u"FXSpotsSpawner";
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std::u16string GeneratorSpawner = u"GeneratorSpawner";
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std::u16string GeneratorFXSpawner = u"GeneratorFXSpawner";
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std::u16string FXManagerSpawner = u"FXManagerSpawner";
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std::u16string ImageOrbSpawner = u"ImageOrbSpawner";
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std::u16string AmbientFXSpawner = u"AmbientFXSpawners";
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std::u16string SmashablesSpawner = u"SmashablesSpawner";
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std::u16string ClaimMarkerSpawner = u"ClaimMarkerSpawner";
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std::u16string BehaviorObjsSpawner = u"BehaviorObjsSpawner";
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//Flags / constants
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std::u16string guardFirstMissionFlag = u"guardFirstMissionFlag";
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std::u16string guardMissionFlag = u"guardMissionFlag";
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std::u16string brickLinkMissionIDFlag = u"brickLinkMissionIDFlag";
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std::u16string placedModelFlag = u"placedModelFlag";
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std::u16string generatorIdFlag = u"generatorIdFlag";
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std::u16string defeatedProperyFlag = u"defeatedProperyFlag";
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std::u16string passwordFlag = u"passwordFlag";
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std::u16string orbIDFlag = u"orbIDFlag";
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std::u16string behaviorQBID = u"behaviorQBID";
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// Variables
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std::u16string PlayerIDVariable = u"playerID";
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std::u16string CollidedVariable = u"collided";
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std::u16string PropertyOwnerVariable = u"PropertyOwner";
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std::u16string PropertyOwnerIDVariable = u"PropertyOwnerID";
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std::u16string FXObjectsGoneVariable = u"FXObjectGone";
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std::u16string RenterVariable = u"renter";
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std::u16string UnclaimedVariable = u"unclaimed";
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// Events
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std::string CheckForPropertyOwnerEvent = "CheckForPropertyOwner";
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// Timers
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std::string StartGeneratorTimer = "startGenerator";
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std::string StartOrbTimer = "startOrb";
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std::string StartQuickbuildTimer = "startQuickbuild";
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std::string TornadoOffTimer = "tornadoOff";
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std::string KillMarkerTimer = "killMarker";
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std::string KillGuardTimer = "KillGuard";
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std::string ShowClearEffectsTimer = "ShowClearEffects";
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std::string TurnSkyOffTimer = "turnSkyOff";
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std::string KillStrombiesTimer = "killStrombies";
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std::string KillFXObjectTimer = "killFXObject";
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std::string ShowVendorTimer = "ShowVendor";
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std::string BoundsVisOnTimer = "BoundsVisOn";
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std::string RunPlayerLoadedAgainTimer = "runPlayerLoadedAgain";
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std::string PollTornadoFXTimer = "pollTornadoFX";
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};
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