mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-22 21:47:24 +00:00
a0d51e21ca
* allow usage of NiPoint3 and NiQuaternion in constexpr context * removed .cpp files entirely * moving circular dependency circumvention stuff to an .inl file * real world usage!!!!! * reverting weird branch cross-pollination * removing more weird branch cross-pollination * remove comment * added inverse header guard to inl file * Update NiPoint3.inl * trying different constructor syntax * reorganize into .inl files for readability * uncomment include * moved non-constexpr definitions to cpp file * moved static definitions back to inl files * testing fix * moved constants into seperate namespace * Undo change in build-and-test.yml * nodiscard
71 lines
1.7 KiB
C++
71 lines
1.7 KiB
C++
#include "BuildBorderComponent.h"
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#include "EntityManager.h"
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#include "GameMessages.h"
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#include "Entity.h"
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#include "Game.h"
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#include "Logger.h"
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#include "InventoryComponent.h"
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#include "Item.h"
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#include "PropertyManagementComponent.h"
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BuildBorderComponent::BuildBorderComponent(Entity* parent) : Component(parent) {
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}
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BuildBorderComponent::~BuildBorderComponent() {
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}
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void BuildBorderComponent::OnUse(Entity* originator) {
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if (originator->GetCharacter()) {
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const auto& entities = Game::entityManager->GetEntitiesInGroup("PropertyPlaque");
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auto buildArea = m_Parent->GetObjectID();
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if (!entities.empty()) {
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buildArea = entities[0]->GetObjectID();
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LOG("Using PropertyPlaque");
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}
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auto* inventoryComponent = originator->GetComponent<InventoryComponent>();
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if (inventoryComponent == nullptr) {
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return;
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}
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auto* thinkingHat = inventoryComponent->FindItemByLot(6086);
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if (thinkingHat == nullptr) {
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return;
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}
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inventoryComponent->PushEquippedItems();
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LOG("Starting with %llu", buildArea);
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if (PropertyManagementComponent::Instance() != nullptr) {
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GameMessages::SendStartArrangingWithItem(
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originator,
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originator->GetSystemAddress(),
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true,
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buildArea,
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originator->GetPosition(),
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0,
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thinkingHat->GetId(),
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thinkingHat->GetLot(),
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4,
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0,
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-1,
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NiPoint3Constant::ZERO,
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0
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);
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} else {
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GameMessages::SendStartArrangingWithItem(originator, originator->GetSystemAddress(), true, buildArea, originator->GetPosition());
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}
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InventoryComponent* inv = m_Parent->GetComponent<InventoryComponent>();
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if (!inv) return;
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inv->PushEquippedItems(); // technically this is supposed to happen automatically... but it doesnt? so just keep this here
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}
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}
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