DarkflameServer/dScripts/AgQbElevator.cpp
2021-12-05 18:54:36 +01:00

63 lines
2.1 KiB
C++

#include "AgQbElevator.h"
#include "EntityManager.h"
#include "GameMessages.h"
void AgQbElevator::OnStartup(Entity* self) {
}
//when the QB is finished being built by a player
void AgQbElevator::OnRebuildComplete(Entity* self, Entity* target) {
self->SetProximityRadius(proxRadius, "elevatorProx");
self->SetI64(u"qbPlayer", target->GetObjectID());
float delayTime = killTime - endTime;
if (delayTime < 1) delayTime = 1;
GameMessages::SendPlatformResync(self, UNASSIGNED_SYSTEM_ADDRESS, true, 0,
0, 0, MovementPlatformState::Stationary);
//add a timer that will kill the QB if no players get on in the killTime
self->AddTimer("startKillTimer", killTime);
}
void AgQbElevator::OnProximityUpdate(Entity* self, Entity* entering, std::string name, std::string status) {
//make sure we haven't already started pathing.
if (self->GetBoolean(u"qbPlayerRdy")) return;
if (status == "ENTER") {
Entity* builder = EntityManager::Instance()->GetEntity(self->GetI64(u"qbPlayer"));
if (builder && builder == entering) {
//the builder has entered so cancel the start timer and just start moving
self->SetBoolean(u"qbPlayerRdy", true);
self->CancelTimer("StartElevator");
GameMessages::SendPlatformResync(self, UNASSIGNED_SYSTEM_ADDRESS, true, 0,
1, 1, MovementPlatformState::Moving);
}
else if (!self->GetBoolean(u"StartTimer")) {
self->SetBoolean(u"StartTimer", true);
self->AddTimer("StartElevator", startTime);
}
}
}
void AgQbElevator::OnTimerDone(Entity* self, std::string timerName) {
if (timerName == "StartElevator") {
GameMessages::SendPlatformResync(self, UNASSIGNED_SYSTEM_ADDRESS, true, 0,
1, 1, MovementPlatformState::Moving);
}
else if (timerName == "startKillTimer") {
killTimerStartup(self);
} else if (timerName == "KillTimer") {
self->Smash(self->GetObjectID(), VIOLENT);
}
}
void AgQbElevator::killTimerStartup(Entity* self) const {
self->CancelAllTimers();
self->AddTimer("KillTimer", endTime);
self->SetNetworkVar<float>(u"startEffect", endTime); // Blinking effect
}