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https://github.com/DarkflameUniverse/DarkflameServer.git
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dc53c45d65
Remove the MissionComponent and Loot includes from all base scripts and place their needed includes in the respective scripts.
78 lines
2.4 KiB
C++
78 lines
2.4 KiB
C++
#include "GfTikiTorch.h"
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#include "GameMessages.h"
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#include "EntityManager.h"
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#include "MissionComponent.h"
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#include "MissionTaskType.h"
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#include "RenderComponent.h"
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void GfTikiTorch::OnStartup(Entity* self) {
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LightTorch(self);
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}
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void GfTikiTorch::OnUse(Entity* self, Entity* killer) {
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if (self->GetBoolean(u"isInUse")) {
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self->SetBoolean(u"isInUse", false);
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return;
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}
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GameMessages::SendPlayAnimation(self, u"interact");
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self->SetI64(u"userID", killer->GetObjectID());
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for (int i = 0; i < m_numspawn; i++) {
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GameMessages::SendDropClientLoot(killer, self->GetObjectID(), 935, 0, self->GetPosition());
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}
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self->AddTimer("InteractionCooldown", 4);
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}
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void GfTikiTorch::OnTimerDone(Entity* self, std::string timerName) {
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if (timerName == "Relight") {
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LightTorch(self);
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}
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else if (timerName == "InteractionCooldown") {
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Entity* player = EntityManager::Instance()->GetEntity(self->GetI64(u"userID"));
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if (player != nullptr && player->GetCharacter()) {
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GameMessages::SendTerminateInteraction(player->GetObjectID(), FROM_INTERACTION, self->GetObjectID());
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}
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self->SetBoolean(u"isInUse", false);
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self->SetI64(u"userID", 0);
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}
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}
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void GfTikiTorch::LightTorch(Entity* self) {
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auto* renderComponent = static_cast<RenderComponent*>(self->GetComponent(COMPONENT_TYPE_RENDER));
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if (renderComponent == nullptr)
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return;
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self->SetBoolean(u"isInUse", false);
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renderComponent->PlayEffect(611, u"fire", "tikitorch");
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self->SetBoolean(u"isBurning", true);
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}
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void GfTikiTorch::OnSkillEventFired(Entity *self, Entity *caster, const std::string &message) {
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if (self->GetBoolean(u"isBurning") && message == "waterspray") {
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GameMessages::SendPlayAnimation(self, u"water");
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auto* renderComponent = self->GetComponent<RenderComponent>();
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if (renderComponent != nullptr) {
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renderComponent->StopEffect("tikitorch");
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renderComponent->PlayEffect(611, u"water", "water");
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renderComponent->PlayEffect(611, u"steam", "steam");
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}
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auto* casterMissionComponent = caster->GetComponent<MissionComponent>();
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if (casterMissionComponent != nullptr) {
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for (const auto missionID : m_missions) {
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casterMissionComponent->ForceProgressTaskType(missionID, static_cast<uint32_t>(MissionTaskType::MISSION_TASK_TYPE_SCRIPT), 1);
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}
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}
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self->AddTimer("Relight", 7.0f);
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self->SetBoolean(u"isBurning", false);
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}
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}
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