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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
54 lines
1.7 KiB
C++
54 lines
1.7 KiB
C++
#include "LegoDieRoll.h"
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#include "Entity.h"
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#include "GameMessages.h"
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#include "MissionComponent.h"
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void LegoDieRoll::OnStartup(Entity* self) {
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self->AddTimer("DoneRolling", 10.0f);
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self->AddTimer("ThrowDice", LegoDieRoll::animTime);
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}
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void LegoDieRoll::OnTimerDone(Entity* self, std::string timerName) {
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if (timerName == "DoneRolling") {
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self->Smash(self->GetObjectID(), SILENT);
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}
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else if (timerName == "ThrowDice") {
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int dieRoll = GeneralUtils::GenerateRandomNumber<int>(1, 6);
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switch (dieRoll)
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{
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case 1:
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GameMessages::SendPlayAnimation(self, u"roll-die-1");
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break;
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case 2:
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GameMessages::SendPlayAnimation(self, u"roll-die-2");
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break;
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case 3:
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GameMessages::SendPlayAnimation(self, u"roll-die-3");
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break;
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case 4:
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GameMessages::SendPlayAnimation(self, u"roll-die-4");
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break;
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case 5:
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GameMessages::SendPlayAnimation(self, u"roll-die-5");
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break;
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case 6:
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{
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GameMessages::SendPlayAnimation(self, u"roll-die-6");
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// tracking the It's Truly Random Achievement
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auto* owner = self->GetOwner();
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auto* missionComponent = owner->GetComponent<MissionComponent>();
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if (missionComponent != nullptr) {
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const auto rollMissionState = missionComponent->GetMissionState(756);
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if (rollMissionState == MissionState::MISSION_STATE_ACTIVE) {
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missionComponent->ForceProgress(756, 1103, 1);
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}
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}
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break;
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}
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default:
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break;
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}
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}
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} |