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ce51438bc8
* Implement maelstrom fog for alpha FV add OnOffCollisionPhantom call to cppscripts Add physics shape for gas blocking volume * Add Ninja Sensie Script for alpha FV and migration * Fix private var casing * And ninja wild scripts they keep making me add more things * address feedback --------- Co-authored-by: Gie "Max" Vanommeslaeghe <gievanom@hotmail.com>
50 lines
1.6 KiB
C++
50 lines
1.6 KiB
C++
#include "TriggerGas.h"
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#include "InventoryComponent.h"
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#include "SkillComponent.h"
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#include "Entity.h"
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#include "dLogger.h"
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void TriggerGas::OnStartup(Entity* self) {
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self->AddTimer(this->m_TimerName, this->m_Time);
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}
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void TriggerGas::OnCollisionPhantom(Entity* self, Entity* target) {
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if (!target->IsPlayer()) return;
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auto players = self->GetVar<std::vector<Entity*>>(u"players");
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players.push_back(target);
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self->SetVar(u"players", players);
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}
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void TriggerGas::OnOffCollisionPhantom(Entity* self, Entity* target) {
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auto players = self->GetVar<std::vector<Entity*>>(u"players");
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if (!target->IsPlayer() || players.empty()) return;
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auto position = std::find(players.begin(), players.end(), target);
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if (position != players.end()) players.erase(position);
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self->SetVar(u"players", players);
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}
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void TriggerGas::OnTimerDone(Entity* self, std::string timerName) {
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if (timerName != this->m_TimerName) return;
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auto players = self->GetVar<std::vector<Entity*>>(u"players");
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for (auto player : players) {
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if (player->GetIsDead() || !player){
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auto position = std::find(players.begin(), players.end(), player);
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if (position != players.end()) players.erase(position);
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continue;
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}
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auto inventoryComponent = player->GetComponent<InventoryComponent>();
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if (inventoryComponent) {
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if (!inventoryComponent->IsEquipped(this->m_MaelstromHelmet)) {
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auto* skillComponent = self->GetComponent<SkillComponent>();
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if (skillComponent) {
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skillComponent->CastSkill(this->m_FogDamageSkill, player->GetObjectID());
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}
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}
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}
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}
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self->SetVar(u"players", players);
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self->AddTimer(this->m_TimerName, this->m_Time);
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}
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