DarkflameServer/dScripts/RaceMaelstromGeiser.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

105 lines
2.5 KiB
C++

#include "RaceMaelstromGeiser.h"
#include "GameMessages.h"
#include "PossessableComponent.h"
#include "PossessorComponent.h"
#include "EntityManager.h"
#include "RacingControlComponent.h"
#include "dZoneManager.h"
void RaceMaelstromGeiser::OnStartup(Entity* self)
{
self->SetVar(u"AmFiring", false);
self->AddTimer("downTime", self->GetVar<int32_t>(u"startTime"));
self->SetProximityRadius(15, "deathZone");
}
void RaceMaelstromGeiser::OnProximityUpdate(Entity* self, Entity* entering, std::string name, std::string status)
{
if (!entering->IsPlayer() || name != "deathZone" || status != "ENTER")
{
return;
}
if (!self->GetVar<bool>(u"AmFiring"))
{
return;
}
auto* possessableComponent = entering->GetComponent<PossessableComponent>();
Entity* vehicle;
Entity* player;
if (possessableComponent != nullptr)
{
player = EntityManager::Instance()->GetEntity(possessableComponent->GetPossessor());
if (player == nullptr)
{
return;
}
vehicle = entering;
}
else if (entering->IsPlayer())
{
auto* possessorComponent = entering->GetComponent<PossessorComponent>();
if (possessorComponent == nullptr)
{
return;
}
vehicle = EntityManager::Instance()->GetEntity(possessorComponent->GetPossessable());
if (vehicle == nullptr)
{
return;
}
player = entering;
}
else
{
return;
}
GameMessages::SendDie(vehicle, self->GetObjectID(), LWOOBJID_EMPTY, true, VIOLENT, u"", 0, 0, 0, true, false, 0);
auto* zoneController = dZoneManager::Instance()->GetZoneControlObject();
auto* racingControlComponent = zoneController->GetComponent<RacingControlComponent>();
if (racingControlComponent != nullptr)
{
racingControlComponent->OnRequestDie(player);
}
}
void RaceMaelstromGeiser::OnTimerDone(Entity* self, std::string timerName)
{
if (timerName == "downTime")
{
GameMessages::SendPlayFXEffect(self->GetObjectID(), 4048, u"rebuild_medium", "geiser", LWOOBJID_EMPTY, 1, 1, true);
self->AddTimer("buildUpTime", 1);
}
else if (timerName == "buildUpTime")
{
self->SetVar(u"AmFiring", true);
self->AddTimer("killTime", 1.5f);
}
else if (timerName == "killTime")
{
GameMessages::SendStopFXEffect(self, true, "geiser");
self->SetVar(u"AmFiring", false);
self->AddTimer("downTime", 3.0);
}
}