DarkflameServer/dScripts/BootyDigServer.cpp
David Markowitz 8cdb388915
Optimize scripts for faster compilation (#597)
* 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 commit d79d8d4991.

* Revert "Revert "Implement Precompiled Headers""

This reverts commit 0597faf308.

* Add back in PCH

Add back in PCH

* Fix CMake

Whitespace

Remove duplicate file glob

Remove newline
2022-07-04 23:00:10 -07:00

53 lines
2.2 KiB
C++

#include "BootyDigServer.h"
#include "EntityManager.h"
#include "RenderComponent.h"
#include "MissionComponent.h"
#include "MissionTaskType.h"
void BootyDigServer::OnStartup(Entity *self) {
auto* zoneControlObject = EntityManager::Instance()->GetZoneControlEntity();
if (zoneControlObject != nullptr) {
zoneControlObject->OnFireEventServerSide(self, "CheckForPropertyOwner");
}
}
void BootyDigServer::OnPlayerLoaded(Entity *self, Entity *player) {
auto* zoneControlObject = EntityManager::Instance()->GetZoneControlEntity();
if (zoneControlObject != nullptr) {
zoneControlObject->OnFireEventServerSide(self, "CheckForPropertyOwner");
}
}
void
BootyDigServer::OnFireEventServerSide(Entity *self, Entity *sender, std::string args, int32_t param1, int32_t param2,
int32_t param3) {
auto propertyOwner = self->GetNetworkVar<std::string>(u"PropertyOwnerID");
auto* player = self->GetParentEntity();
if (player == nullptr)
return;
if (args == "ChestReady" && (propertyOwner == std::to_string(LWOOBJID_EMPTY) || player->GetVar<bool>(u"bootyDug"))) {
self->Smash(self->GetObjectID(), SILENT);
} else if (args == "ChestOpened") {
// Make sure players only dig up one booty per instance
player->SetVar<bool>(u"bootyDug", true);
auto* missionComponent = player->GetComponent<MissionComponent>();
if (missionComponent != nullptr) {
auto* mission = missionComponent->GetMission(1881);
if (mission != nullptr && (mission->GetMissionState() == MissionState::MISSION_STATE_ACTIVE || mission->GetMissionState() == MissionState::MISSION_STATE_COMPLETE_ACTIVE)) {
mission->Progress(MissionTaskType::MISSION_TASK_TYPE_SCRIPT, self->GetLOT());
auto* renderComponent = self->GetComponent<RenderComponent>();
if (renderComponent != nullptr)
renderComponent->PlayEffect(7730, u"cast", "bootyshine");
LootGenerator::Instance().DropLoot(player, self, 231, 75, 75);
}
}
} else if (args == "ChestDead") {
self->Smash(player->GetObjectID(), SILENT);
}
}