DarkflameServer/dGame/dComponents/TriggerComponent.h
Aaron Kimbrell c415d0520a
Implement some more trigger event calls and command handlers (#989)
* Implement some trigger event calls
and command handlers

* add zone summary dimissed GM

* break and remove log

* some cleanup in Gather Targets
and blocking out

* fix default value of unlock for play cinematic

* Log on errors
add enum for physics effect type
simplify nipoint3 logic
check arg count
add enum for End behavior

* tryparse for nipoint3

* totally didn't forget to include it

* bleh c++ is blah

* ???

* address feedback

* Fix for #1028
2023-03-25 05:26:39 -05:00

49 lines
2.2 KiB
C++

#ifndef __TRIGGERCOMPONENT__H__
#define __TRIGGERCOMPONENT__H__
#include "Component.h"
#include "LUTriggers.h"
#include "eReplicaComponentType.h"
class TriggerComponent : public Component {
public:
static const eReplicaComponentType ComponentType = eReplicaComponentType::TRIGGER;
explicit TriggerComponent(Entity* parent, const std::string triggerInfo);
void TriggerEvent(eTriggerEventType event, Entity* optionalTarget = nullptr);
LUTriggers::Trigger* GetTrigger() const { return m_Trigger; }
void SetTriggerEnabled(bool enabled){ m_Trigger->enabled = enabled; };
private:
void HandleTriggerCommand(LUTriggers::Command* command, Entity* optionalTarget);
std::vector<Entity*> GatherTargets(LUTriggers::Command* command, Entity* optionalTarget);
// Trigger Event Handlers
void HandleFireEvent(Entity* targetEntity, std::string args);
void HandleDestroyObject(Entity* targetEntity, std::string args);
void HandleToggleTrigger(Entity* targetEntity, std::string args);
void HandleResetRebuild(Entity* targetEntity, std::string args);
void HandleMoveObject(Entity* targetEntity, std::vector<std::string> argArray);
void HandleRotateObject(Entity* targetEntity, std::vector<std::string> argArray);
void HandlePushObject(Entity* targetEntity, std::vector<std::string> argArray);
void HandleRepelObject(Entity* targetEntity, std::string args);
void HandlePlayCinematic(Entity* targetEntity, std::vector<std::string> argArray);
void HandleToggleBBB(Entity* targetEntity, std::string args);
void HandleUpdateMission(Entity* targetEntity, std::vector<std::string> argArray);
void HandlePlayEffect(Entity* targetEntity, std::vector<std::string> argArray);
void HandleCastSkill(Entity* targetEntity, std::string args);
void HandleSetPhysicsVolumeEffect(Entity* targetEntity, std::vector<std::string> argArray);
void HandleSetPhysicsVolumeStatus(Entity* targetEntity, std::string args);
void HandleActivateSpawnerNetwork(std::string args);
void HandleDeactivateSpawnerNetwork(std::string args);
void HandleResetSpawnerNetwork(std::string args);
void HandleDestroySpawnerNetworkObjects(std::string args);
void HandleActivatePhysics(Entity* targetEntity, std::string args);
LUTriggers::Trigger* m_Trigger;
};
#endif //!__TRIGGERCOMPONENT__H__