mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-15 04:38:21 +00:00
a62f6d63c6
* Moving and organizing Player code - Move code to CharacterComponent - Remove extraneous interfaces - Simplify some code greatly - Change some types to return and take in const ref (only structs larger than 8 bytes benefit from this change.) - Update code to use CharacterComponent for sending to zone instead of Player*. * Moving and organizing Player code - Move code to CharacterComponent - Remove extraneous interfaces - Simplify some code greatly - Change some types to return and take in const ref (only structs larger than 8 bytes benefit from this change.) - Update code to use CharacterComponent for sending to zone instead of Player*. - Remove static storage container (static containers can be destroyed before exit/terminate handler executes) * remove player cast * Remove extra includes * Add a player manager Used for the static Player functions. Further removes stuff from the Player class/file.
445 lines
16 KiB
C++
445 lines
16 KiB
C++
#include "TriggerComponent.h"
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#include "dZoneManager.h"
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#include "TeamManager.h"
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#include "eTriggerCommandType.h"
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#include "eMissionTaskType.h"
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#include "ePhysicsEffectType.h"
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#include "CharacterComponent.h"
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#include "ControllablePhysicsComponent.h"
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#include "MissionComponent.h"
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#include "PhantomPhysicsComponent.h"
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#include "Player.h"
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#include "QuickBuildComponent.h"
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#include "SkillComponent.h"
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#include "eEndBehavior.h"
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#include "PlayerManager.h"
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TriggerComponent::TriggerComponent(Entity* parent, const std::string triggerInfo): Component(parent) {
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m_Parent = parent;
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m_Trigger = nullptr;
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std::vector<std::string> tokens = GeneralUtils::SplitString(triggerInfo, ':');
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uint32_t sceneID;
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GeneralUtils::TryParse<uint32_t>(tokens.at(0), sceneID);
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uint32_t triggerID;
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GeneralUtils::TryParse<uint32_t>(tokens.at(1), triggerID);
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m_Trigger = Game::zoneManager->GetZone()->GetTrigger(sceneID, triggerID);
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if (!m_Trigger) m_Trigger = new LUTriggers::Trigger();
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}
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void TriggerComponent::TriggerEvent(eTriggerEventType event, Entity* optionalTarget) {
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if (m_Trigger && m_Trigger->enabled) {
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for (LUTriggers::Event* triggerEvent : m_Trigger->events) {
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if (triggerEvent->id == event) {
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for (LUTriggers::Command* command : triggerEvent->commands) {
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HandleTriggerCommand(command, optionalTarget);
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}
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}
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}
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}
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}
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void TriggerComponent::HandleTriggerCommand(LUTriggers::Command* command, Entity* optionalTarget) {
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auto argArray = GeneralUtils::SplitString(command->args, ',');
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// determine targets
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std::vector<Entity*> targetEntities = GatherTargets(command, optionalTarget);
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// if we have no targets, then we are done
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if (targetEntities.empty()) return;
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for (Entity* targetEntity : targetEntities) {
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if (!targetEntity) continue;
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switch (command->id) {
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case eTriggerCommandType::ZONE_PLAYER: break;
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case eTriggerCommandType::FIRE_EVENT:
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HandleFireEvent(targetEntity, command->args);
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break;
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case eTriggerCommandType::DESTROY_OBJ:
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HandleDestroyObject(targetEntity, command->args);
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break;
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case eTriggerCommandType::TOGGLE_TRIGGER:
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HandleToggleTrigger(targetEntity, command->args);
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break;
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case eTriggerCommandType::RESET_REBUILD:
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HandleResetRebuild(targetEntity, command->args);
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break;
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case eTriggerCommandType::SET_PATH: break;
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case eTriggerCommandType::SET_PICK_TYPE: break;
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case eTriggerCommandType::MOVE_OBJECT:
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HandleMoveObject(targetEntity, argArray);
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break;
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case eTriggerCommandType::ROTATE_OBJECT:
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HandleRotateObject(targetEntity, argArray);
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break;
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case eTriggerCommandType::PUSH_OBJECT:
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HandlePushObject(targetEntity, argArray);
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break;
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case eTriggerCommandType::REPEL_OBJECT:
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HandleRepelObject(targetEntity, command->args);
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break;
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case eTriggerCommandType::SET_TIMER:
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HandleSetTimer(targetEntity, argArray);
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break;
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case eTriggerCommandType::CANCEL_TIMER:
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HandleCancelTimer(targetEntity, command->args);
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break;
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case eTriggerCommandType::PLAY_CINEMATIC:
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HandlePlayCinematic(targetEntity, argArray);
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break;
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case eTriggerCommandType::TOGGLE_BBB:
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HandleToggleBBB(targetEntity, command->args);
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break;
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case eTriggerCommandType::UPDATE_MISSION:
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HandleUpdateMission(targetEntity, argArray);
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break;
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case eTriggerCommandType::SET_BOUNCER_STATE: break;
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case eTriggerCommandType::BOUNCE_ALL_ON_BOUNCER: break;
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case eTriggerCommandType::TURN_AROUND_ON_PATH: break;
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case eTriggerCommandType::GO_FORWARD_ON_PATH: break;
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case eTriggerCommandType::GO_BACKWARD_ON_PATH: break;
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case eTriggerCommandType::STOP_PATHING: break;
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case eTriggerCommandType::START_PATHING: break;
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case eTriggerCommandType::LOCK_OR_UNLOCK_CONTROLS: break;
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case eTriggerCommandType::PLAY_EFFECT:
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HandlePlayEffect(targetEntity, argArray);
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break;
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case eTriggerCommandType::STOP_EFFECT:
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GameMessages::SendStopFXEffect(targetEntity, true, command->args);
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break;
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case eTriggerCommandType::CAST_SKILL:
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HandleCastSkill(targetEntity, command->args);
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break;
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case eTriggerCommandType::DISPLAY_ZONE_SUMMARY:
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GameMessages::SendDisplayZoneSummary(targetEntity->GetObjectID(), targetEntity->GetSystemAddress(), false, command->args == "1", m_Parent->GetObjectID());
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break;
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case eTriggerCommandType::SET_PHYSICS_VOLUME_EFFECT:
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HandleSetPhysicsVolumeEffect(targetEntity, argArray);
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break;
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case eTriggerCommandType::SET_PHYSICS_VOLUME_STATUS:
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HandleSetPhysicsVolumeStatus(targetEntity, command->args);
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break;
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case eTriggerCommandType::SET_MODEL_TO_BUILD: break;
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case eTriggerCommandType::SPAWN_MODEL_BRICKS: break;
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case eTriggerCommandType::ACTIVATE_SPAWNER_NETWORK:
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HandleActivateSpawnerNetwork(command->args);
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break;
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case eTriggerCommandType::DEACTIVATE_SPAWNER_NETWORK:
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HandleDeactivateSpawnerNetwork(command->args);
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break;
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case eTriggerCommandType::RESET_SPAWNER_NETWORK:
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HandleResetSpawnerNetwork(command->args);
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break;
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case eTriggerCommandType::DESTROY_SPAWNER_NETWORK_OBJECTS:
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HandleDestroySpawnerNetworkObjects(command->args);
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break;
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case eTriggerCommandType::GO_TO_WAYPOINT: break;
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case eTriggerCommandType::ACTIVATE_PHYSICS:
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HandleActivatePhysics(targetEntity, command->args);
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break;
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// DEPRECATED BLOCK START
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case eTriggerCommandType::ACTIVATE_MUSIC_CUE: break;
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case eTriggerCommandType::DEACTIVATE_MUSIC_CUE: break;
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case eTriggerCommandType::FLASH_MUSIC_CUE: break;
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case eTriggerCommandType::SET_MUSIC_PARAMETER: break;
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case eTriggerCommandType::PLAY_2D_AMBIENT_SOUND: break;
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case eTriggerCommandType::STOP_2D_AMBIENT_SOUND: break;
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case eTriggerCommandType::PLAY_3D_AMBIENT_SOUND: break;
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case eTriggerCommandType::STOP_3D_AMBIENT_SOUND: break;
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case eTriggerCommandType::ACTIVATE_MIXER_PROGRAM: break;
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case eTriggerCommandType::DEACTIVATE_MIXER_PROGRAM: break;
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// DEPRECATED BLOCK END
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default:
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LOG_DEBUG("Event %i was not handled!", command->id);
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break;
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}
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}
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}
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std::vector<Entity*> TriggerComponent::GatherTargets(LUTriggers::Command* command, Entity* optionalTarget) {
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std::vector<Entity*> entities = {};
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if (command->target == "self") entities.push_back(m_Parent);
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else if (command->target == "zone") { /*TODO*/ }
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else if (command->target == "target" && optionalTarget) entities.push_back(optionalTarget);
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else if (command->target == "targetTeam" && optionalTarget) {
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auto* team = TeamManager::Instance()->GetTeam(optionalTarget->GetObjectID());
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for (const auto memberId : team->members) {
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auto* member = Game::entityManager->GetEntity(memberId);
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if (member) entities.push_back(member);
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}
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} else if (command->target == "objGroup") entities = Game::entityManager->GetEntitiesInGroup(command->targetName);
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else if (command->target == "allPlayers") {
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for (auto* player : PlayerManager::GetAllPlayers()) {
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entities.push_back(player);
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}
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} else if (command->target == "allNPCs") { /*UNUSED*/ }
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return entities;
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}
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void TriggerComponent::HandleFireEvent(Entity* targetEntity, std::string args) {
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for (CppScripts::Script* script : CppScripts::GetEntityScripts(targetEntity)) {
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script->OnFireEventServerSide(targetEntity, m_Parent, args, 0, 0, 0);
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}
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}
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void TriggerComponent::HandleDestroyObject(Entity* targetEntity, std::string args){
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uint32_t killType;
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GeneralUtils::TryParse<uint32_t>(args, killType);
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targetEntity->Smash(m_Parent->GetObjectID(), static_cast<eKillType>(killType));
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}
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void TriggerComponent::HandleToggleTrigger(Entity* targetEntity, std::string args){
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auto* triggerComponent = targetEntity->GetComponent<TriggerComponent>();
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if (!triggerComponent) {
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LOG_DEBUG("Trigger component not found!");
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return;
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}
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triggerComponent->SetTriggerEnabled(args == "1");
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}
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void TriggerComponent::HandleResetRebuild(Entity* targetEntity, std::string args){
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auto* quickBuildComponent = targetEntity->GetComponent<QuickBuildComponent>();
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if (!quickBuildComponent) {
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LOG_DEBUG("Rebuild component not found!");
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return;
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}
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quickBuildComponent->ResetQuickBuild(args == "1");
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}
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void TriggerComponent::HandleMoveObject(Entity* targetEntity, std::vector<std::string> argArray){
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if (argArray.size() <= 2) return;
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auto position = targetEntity->GetPosition();
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NiPoint3 offset = NiPoint3::ZERO;
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GeneralUtils::TryParse(argArray.at(0), argArray.at(1), argArray.at(2), offset);
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position += offset;
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targetEntity->SetPosition(position);
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}
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void TriggerComponent::HandleRotateObject(Entity* targetEntity, std::vector<std::string> argArray){
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if (argArray.size() <= 2) return;
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NiPoint3 vector = NiPoint3::ZERO;
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GeneralUtils::TryParse(argArray.at(0), argArray.at(1), argArray.at(2), vector);
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NiQuaternion rotation = NiQuaternion::FromEulerAngles(vector);
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targetEntity->SetRotation(rotation);
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}
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void TriggerComponent::HandlePushObject(Entity* targetEntity, std::vector<std::string> argArray){
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if (argArray.size() < 3) return;
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auto* phantomPhysicsComponent = m_Parent->GetComponent<PhantomPhysicsComponent>();
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if (!phantomPhysicsComponent) {
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LOG_DEBUG("Phantom Physics component not found!");
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return;
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}
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phantomPhysicsComponent->SetPhysicsEffectActive(true);
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phantomPhysicsComponent->SetEffectType(ePhysicsEffectType::PUSH);
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phantomPhysicsComponent->SetDirectionalMultiplier(1);
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NiPoint3 direction = NiPoint3::ZERO;
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GeneralUtils::TryParse(argArray.at(0), argArray.at(1), argArray.at(2), direction);
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phantomPhysicsComponent->SetDirection(direction);
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Game::entityManager->SerializeEntity(m_Parent);
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}
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void TriggerComponent::HandleRepelObject(Entity* targetEntity, std::string args){
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auto* phantomPhysicsComponent = m_Parent->GetComponent<PhantomPhysicsComponent>();
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if (!phantomPhysicsComponent) {
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LOG_DEBUG("Phantom Physics component not found!");
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return;
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}
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float forceMultiplier;
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GeneralUtils::TryParse<float>(args, forceMultiplier);
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phantomPhysicsComponent->SetPhysicsEffectActive(true);
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phantomPhysicsComponent->SetEffectType(ePhysicsEffectType::REPULSE);
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phantomPhysicsComponent->SetDirectionalMultiplier(forceMultiplier);
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auto triggerPos = m_Parent->GetPosition();
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auto targetPos = targetEntity->GetPosition();
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// normalize the vectors to get the direction
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auto delta = targetPos - triggerPos;
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auto length = delta.Length();
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NiPoint3 direction = delta / length;
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phantomPhysicsComponent->SetDirection(direction);
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Game::entityManager->SerializeEntity(m_Parent);
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}
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void TriggerComponent::HandleSetTimer(Entity* targetEntity, std::vector<std::string> argArray){
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if (argArray.size() != 2) {
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LOG_DEBUG("Not ehought variables!");
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return;
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}
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float time = 0.0;
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GeneralUtils::TryParse<float>(argArray.at(1), time);
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m_Parent->AddTimer(argArray.at(0), time);
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}
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void TriggerComponent::HandleCancelTimer(Entity* targetEntity, std::string args){
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m_Parent->CancelTimer(args);
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}
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void TriggerComponent::HandlePlayCinematic(Entity* targetEntity, std::vector<std::string> argArray) {
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float leadIn = -1.0;
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auto wait = eEndBehavior::RETURN;
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bool unlock = true;
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bool leaveLocked = false;
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bool hidePlayer = false;
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if (argArray.size() >= 2) {
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GeneralUtils::TryParse<float>(argArray.at(1), leadIn);
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if (argArray.size() >= 3 && argArray.at(2) == "wait") {
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wait = eEndBehavior::WAIT;
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if (argArray.size() >= 4 && argArray.at(3) == "unlock") {
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unlock = false;
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if (argArray.size() >= 5 && argArray.at(4) == "leavelocked") {
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leaveLocked = true;
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if (argArray.size() >= 6 && argArray.at(5) == "hideplayer") {
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hidePlayer = true;
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}
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}
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}
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}
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}
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GameMessages::SendPlayCinematic(targetEntity->GetObjectID(), GeneralUtils::UTF8ToUTF16(argArray.at(0)), targetEntity->GetSystemAddress(), true, true, false, false, wait, hidePlayer, leadIn, leaveLocked, unlock);
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}
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void TriggerComponent::HandleToggleBBB(Entity* targetEntity, std::string args) {
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auto* character = targetEntity->GetCharacter();
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if (!character) {
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LOG_DEBUG("Character was not found!");
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return;
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}
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bool buildMode = !(character->GetBuildMode());
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if (args == "enter") buildMode = true;
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else if (args == "exit") buildMode = false;
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character->SetBuildMode(buildMode);
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}
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void TriggerComponent::HandleUpdateMission(Entity* targetEntity, std::vector<std::string> argArray) {
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// there are only explore tasks used
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// If others need to be implemented for modding
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// then we need a good way to convert this from a string to that enum
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if (argArray.at(0) != "exploretask") return;
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MissionComponent* missionComponent = targetEntity->GetComponent<MissionComponent>();
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if (!missionComponent){
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LOG_DEBUG("Mission component not found!");
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return;
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}
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missionComponent->Progress(eMissionTaskType::EXPLORE, 0, 0, argArray.at(4));
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}
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void TriggerComponent::HandlePlayEffect(Entity* targetEntity, std::vector<std::string> argArray) {
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if (argArray.size() < 3) return;
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int32_t effectID = 0;
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if (!GeneralUtils::TryParse<int32_t>(argArray.at(1), effectID)) return;
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std::u16string effectType = GeneralUtils::UTF8ToUTF16(argArray.at(2));
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float priority = 1;
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if (argArray.size() == 4) GeneralUtils::TryParse<float>(argArray.at(3), priority);
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GameMessages::SendPlayFXEffect(targetEntity, effectID, effectType, argArray.at(0), LWOOBJID_EMPTY, priority);
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}
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void TriggerComponent::HandleCastSkill(Entity* targetEntity, std::string args){
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auto* skillComponent = targetEntity->GetComponent<SkillComponent>();
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if (!skillComponent) {
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LOG_DEBUG("Skill component not found!");
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return;
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}
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uint32_t skillId;
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GeneralUtils::TryParse<uint32_t>(args, skillId);
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skillComponent->CastSkill(skillId, targetEntity->GetObjectID());
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}
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void TriggerComponent::HandleSetPhysicsVolumeEffect(Entity* targetEntity, std::vector<std::string> argArray) {
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auto* phantomPhysicsComponent = targetEntity->GetComponent<PhantomPhysicsComponent>();
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if (!phantomPhysicsComponent) {
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LOG_DEBUG("Phantom Physics component not found!");
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return;
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}
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phantomPhysicsComponent->SetPhysicsEffectActive(true);
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ePhysicsEffectType effectType = ePhysicsEffectType::PUSH;
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std::transform(argArray.at(0).begin(), argArray.at(0).end(), argArray.at(0).begin(), ::tolower); //Transform to lowercase
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if (argArray.at(0) == "push") effectType = ePhysicsEffectType::PUSH;
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else if (argArray.at(0) == "attract") effectType = ePhysicsEffectType::ATTRACT;
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else if (argArray.at(0) == "repulse") effectType = ePhysicsEffectType::REPULSE;
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else if (argArray.at(0) == "gravity") effectType = ePhysicsEffectType::GRAVITY_SCALE;
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else if (argArray.at(0) == "friction") effectType = ePhysicsEffectType::FRICTION;
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phantomPhysicsComponent->SetEffectType(effectType);
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phantomPhysicsComponent->SetDirectionalMultiplier(std::stof(argArray.at(1)));
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if (argArray.size() > 4) {
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NiPoint3 direction = NiPoint3::ZERO;
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GeneralUtils::TryParse(argArray.at(2), argArray.at(3), argArray.at(4), direction);
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phantomPhysicsComponent->SetDirection(direction);
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}
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if (argArray.size() > 5) {
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uint32_t min;
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GeneralUtils::TryParse<uint32_t>(argArray.at(6), min);
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phantomPhysicsComponent->SetMin(min);
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uint32_t max;
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GeneralUtils::TryParse<uint32_t>(argArray.at(7), max);
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phantomPhysicsComponent->SetMax(max);
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}
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Game::entityManager->SerializeEntity(targetEntity);
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}
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void TriggerComponent::HandleSetPhysicsVolumeStatus(Entity* targetEntity, std::string args) {
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auto* phantomPhysicsComponent = targetEntity->GetComponent<PhantomPhysicsComponent>();
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if (!phantomPhysicsComponent) {
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LOG_DEBUG("Phantom Physics component not found!");
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return;
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}
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phantomPhysicsComponent->SetPhysicsEffectActive(args == "On");
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Game::entityManager->SerializeEntity(targetEntity);
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}
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void TriggerComponent::HandleActivateSpawnerNetwork(std::string args){
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for (auto* spawner : Game::zoneManager->GetSpawnersByName(args)) {
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if (spawner) spawner->Activate();
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}
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}
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void TriggerComponent::HandleDeactivateSpawnerNetwork(std::string args){
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for (auto* spawner : Game::zoneManager->GetSpawnersByName(args)) {
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if (spawner) spawner->Deactivate();
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}
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}
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void TriggerComponent::HandleResetSpawnerNetwork(std::string args){
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for (auto* spawner : Game::zoneManager->GetSpawnersByName(args)) {
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if (spawner) spawner->Reset();
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}
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}
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void TriggerComponent::HandleDestroySpawnerNetworkObjects(std::string args){
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for (auto* spawner : Game::zoneManager->GetSpawnersByName(args)) {
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if (spawner) spawner->DestroyAllEntities();
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}
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}
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void TriggerComponent::HandleActivatePhysics(Entity* targetEntity, std::string args) {
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if (args == "true") {
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// TODO add physics entity if there isn't one
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} else if (args == "false"){
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// TODO remove Phsyics entity if there is one
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} else {
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|
LOG_DEBUG("Invalid argument for ActivatePhysics Trigger: %s", args.c_str());
|
|
}
|
|
}
|