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https://github.com/DarkflameUniverse/DarkflameServer.git
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455f9470a5
* Move EntityManager to Game namespace * move initialization to later Need to wait for dZoneManager to be initialized. * Fix bugs - Cannot delete from a RandomAccessIterator while in a range based for loop. Touchup zone manager initialize replace magic numbers with better named constants replace magic zonecontrol id with a more readable hex alternative condense stack variables move initializers closer to their use initialize entity manager with zone control change initialize timings If zone is not zero we expect to initialize the entity manager during zone manager initialization Add constexpr for zone control LOT * Add proper error handling * revert vanity changes * Update WorldServer.cpp * Update dZoneManager.cpp
66 lines
2.1 KiB
C++
66 lines
2.1 KiB
C++
#include "AgBusDoor.h"
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#include "Entity.h"
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#include "GameMessages.h"
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#include "ProximityMonitorComponent.h"
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void AgBusDoor::OnStartup(Entity* self) {
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m_Counter = 0;
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m_OuterCounter = 0;
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self->SetProximityRadius(75, "busDoor");
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self->SetProximityRadius(85, "busDoorOuter");
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}
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void AgBusDoor::OnProximityUpdate(Entity* self, Entity* entering, std::string name, std::string status) {
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if (name != "busDoor" && name != "busDoorOuter") return;
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// Make sure only humans are taken into account
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if (!entering->GetCharacter()) return;
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auto* proximityMonitorComponent = self->GetComponent<ProximityMonitorComponent>();
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if (proximityMonitorComponent == nullptr) return;
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m_Counter = 0;
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m_OuterCounter = 0;
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for (const auto& pair : proximityMonitorComponent->GetProximityObjects("busDoor")) {
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auto* entity = Game::entityManager->GetEntity(pair.first);
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if (entity != nullptr && entity->IsPlayer()) m_Counter++;
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}
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for (const auto& pair : proximityMonitorComponent->GetProximityObjects("busDoorOuter")) {
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auto* entity = Game::entityManager->GetEntity(pair.first);
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if (entity != nullptr && entity->IsPlayer()) m_OuterCounter++;
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}
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if (status == "ENTER") {
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// move up when a player is inside both radii
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if (m_Counter > 0) {
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MoveDoor(self, true);
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}
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} else if (status == "LEAVE") {
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// move down when no players are inside either radii
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if (m_Counter <= 0) {
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MoveDoor(self, false);
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}
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}
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}
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void AgBusDoor::MoveDoor(Entity* self, bool bOpen) {
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if (bOpen) {
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GameMessages::SendPlatformResync(self, UNASSIGNED_SYSTEM_ADDRESS, true, 1, 0);
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} else {
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GameMessages::SendPlatformResync(self, UNASSIGNED_SYSTEM_ADDRESS, true, 0, 1);
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self->AddTimer("dustTimer", 2.0f);
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}
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//This is currently commented out because it might be the reason that people's audio is cutting out.
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GameMessages::SendPlayNDAudioEmitter(self, UNASSIGNED_SYSTEM_ADDRESS, "{9a24f1fa-3177-4745-a2df-fbd996d6e1e3}");
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}
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void AgBusDoor::OnTimerDone(Entity* self, std::string timerName) {
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if (timerName == "dustTimer") {
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GameMessages::SendPlayFXEffect(self->GetObjectID(), 642, u"create", "busDust", LWOOBJID_EMPTY, 1.0f, 1.0f, true);
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}
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}
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