DarkflameServer/dScripts/ai/RACING/OBJECTS/FvRacePillarABCServer.cpp
2023-12-02 21:03:17 -06:00

65 lines
2.5 KiB
C++

#include "FvRacePillarABCServer.h"
#include "RenderComponent.h"
#include "RacingControlComponent.h"
void FvRacePillarABCServer::OnCollisionPhantom(Entity* self, Entity* target) {
if (!target) return;
const auto racingControllers = Game::entityManager->GetEntitiesByComponent(eReplicaComponentType::RACING_CONTROL);
if (racingControllers.empty()) return;
const auto* racingController = racingControllers.at(0);
auto* racingControlComponent = racingController->GetComponent<RacingControlComponent>();
if (!racingControlComponent) return;
const auto* player = racingControlComponent->GetPlayerData(target->GetObjectID());
if(!player) return;
if (player->lap == 2){
LOG("pillar abcScript");
const auto pillars = Game::entityManager->GetEntitiesInGroup("pillars");
for (const auto &pillar : pillars){
if (!pillar || pillar->GetLOT() != this->m_PillarA) continue;
auto* renderComponent = pillar->GetComponent<RenderComponent>();
if (!renderComponent) continue;
renderComponent->PlayAnimation(pillar, "crumble");
}
const auto dragons = Game::entityManager->GetEntitiesInGroup("dragon");
for (const auto &dragon : dragons){
if (!dragon || dragon->GetLOT() != this->m_Dragon) continue;
auto* renderComponent = dragon->GetComponent<RenderComponent>();
if (!renderComponent) continue;
renderComponent->PlayAnimation(dragon, "roar");
}
self->AddTimer("PillarBFall", 2.5);
self->AddTimer("PillarCFall", 3.7);
self->AddTimer("DeleteObject", 3.8);
}
}
void FvRacePillarABCServer::OnTimerDone(Entity* self, std::string timerName) {
if (timerName == "PillarBFall"){
LOG("pillar abcScriptbbbbbbbbbbbbbbbbbb");
const auto pillars = Game::entityManager->GetEntitiesInGroup("pillars");
for (const auto &pillar : pillars){
if (!pillar || pillar->GetLOT() != this->m_PillarB) continue;
auto* renderComponent = pillar->GetComponent<RenderComponent>();
if (!renderComponent) continue;
renderComponent->PlayAnimation(pillar, "crumble");
}
} else if (timerName == "PillarCFall") {
LOG("pillar abcScriptcccccccccccccccccccccc");
const auto pillars = Game::entityManager->GetEntitiesInGroup("pillars");
for (const auto &pillar : pillars){
if (!pillar || pillar->GetLOT() != this->m_PillarC) continue;
auto* renderComponent = pillar->GetComponent<RenderComponent>();
if (!renderComponent) continue;
renderComponent->PlayAnimation(pillar, "crumble");
}
} else if (timerName == "DeleteObject") {
Game::entityManager->DestroyEntity(self);
}
}