mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-12-25 23:13:35 +00:00
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
605 lines
17 KiB
C++
605 lines
17 KiB
C++
#include "RebuildComponent.h"
|
|
#include "Entity.h"
|
|
#include "DestroyableComponent.h"
|
|
#include "GameMessages.h"
|
|
#include "EntityManager.h"
|
|
#include "Game.h"
|
|
#include "dLogger.h"
|
|
#include "CharacterComponent.h"
|
|
#include "MissionComponent.h"
|
|
#include "eMissionTaskType.h"
|
|
#include "eTriggerEventType.h"
|
|
#include "eQuickBuildFailReason.h"
|
|
#include "eTerminateType.h"
|
|
#include "eGameActivity.h"
|
|
|
|
#include "dServer.h"
|
|
#include "PacketUtils.h"
|
|
#include "Spawner.h"
|
|
#include "MovingPlatformComponent.h"
|
|
#include "Preconditions.h"
|
|
#include "Loot.h"
|
|
#include "TeamManager.h"
|
|
#include "RenderComponent.h"
|
|
|
|
#include "CppScripts.h"
|
|
|
|
RebuildComponent::RebuildComponent(Entity* entity) : Component(entity) {
|
|
std::u16string checkPreconditions = entity->GetVar<std::u16string>(u"CheckPrecondition");
|
|
|
|
if (!checkPreconditions.empty()) {
|
|
m_Precondition = new PreconditionExpression(GeneralUtils::UTF16ToWTF8(checkPreconditions));
|
|
}
|
|
|
|
// Should a setting that has the build activator position exist, fetch that setting here and parse it for position.
|
|
// It is assumed that the user who sets this setting uses the correct character delimiter (character 31 or in hex 0x1F)
|
|
auto positionAsVector = GeneralUtils::SplitString(m_Parent->GetVarAsString(u"rebuild_activators"), 0x1F);
|
|
if (positionAsVector.size() == 3 &&
|
|
GeneralUtils::TryParse(positionAsVector[0], m_ActivatorPosition.x) &&
|
|
GeneralUtils::TryParse(positionAsVector[1], m_ActivatorPosition.y) &&
|
|
GeneralUtils::TryParse(positionAsVector[2], m_ActivatorPosition.z)) {
|
|
} else {
|
|
Game::logger->Log("RebuildComponent", "Failed to find activator position for lot %i. Defaulting to parents position.", m_Parent->GetLOT());
|
|
m_ActivatorPosition = m_Parent->GetPosition();
|
|
}
|
|
|
|
SpawnActivator();
|
|
}
|
|
|
|
RebuildComponent::~RebuildComponent() {
|
|
delete m_Precondition;
|
|
|
|
Entity* builder = GetBuilder();
|
|
if (builder) {
|
|
CancelRebuild(builder, eQuickBuildFailReason::BUILD_ENDED, true);
|
|
}
|
|
|
|
DespawnActivator();
|
|
}
|
|
|
|
void RebuildComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags) {
|
|
if (m_Parent->GetComponent(eReplicaComponentType::DESTROYABLE) == nullptr) {
|
|
if (bIsInitialUpdate) {
|
|
outBitStream->Write(false);
|
|
}
|
|
|
|
outBitStream->Write(false);
|
|
|
|
outBitStream->Write(false);
|
|
}
|
|
// If build state is completed and we've already serialized once in the completed state,
|
|
// don't serializing this component anymore as this will cause the build to jump again.
|
|
// If state changes, serialization will begin again.
|
|
if (!m_StateDirty && m_State == eRebuildState::COMPLETED) {
|
|
outBitStream->Write0();
|
|
outBitStream->Write0();
|
|
return;
|
|
}
|
|
// BEGIN Scripted Activity
|
|
outBitStream->Write1();
|
|
|
|
Entity* builder = GetBuilder();
|
|
|
|
if (builder) {
|
|
outBitStream->Write((uint32_t)1);
|
|
outBitStream->Write(builder->GetObjectID());
|
|
|
|
for (int i = 0; i < 10; i++) {
|
|
outBitStream->Write(0.0f);
|
|
}
|
|
} else {
|
|
outBitStream->Write((uint32_t)0);
|
|
}
|
|
// END Scripted Activity
|
|
|
|
outBitStream->Write1();
|
|
|
|
outBitStream->Write(m_State);
|
|
|
|
outBitStream->Write(m_ShowResetEffect);
|
|
outBitStream->Write(m_Activator != nullptr);
|
|
|
|
outBitStream->Write(m_Timer);
|
|
outBitStream->Write(m_TimerIncomplete);
|
|
|
|
if (bIsInitialUpdate) {
|
|
outBitStream->Write(false);
|
|
outBitStream->Write(m_ActivatorPosition);
|
|
outBitStream->Write(m_RepositionPlayer);
|
|
}
|
|
m_StateDirty = false;
|
|
}
|
|
|
|
void RebuildComponent::Update(float deltaTime) {
|
|
m_Activator = GetActivator();
|
|
|
|
// Serialize the quickbuild every so often, fixes the odd bug where the quickbuild is not buildable
|
|
/*if (m_SoftTimer > 0.0f) {
|
|
m_SoftTimer -= deltaTime;
|
|
}
|
|
else {
|
|
m_SoftTimer = 5.0f;
|
|
|
|
Game::entityManager->SerializeEntity(m_Parent);
|
|
}*/
|
|
|
|
switch (m_State) {
|
|
case eRebuildState::OPEN: {
|
|
SpawnActivator();
|
|
m_TimeBeforeDrain = 0;
|
|
|
|
auto* spawner = m_Parent->GetSpawner();
|
|
const bool isSmashGroup = spawner != nullptr ? spawner->GetIsSpawnSmashGroup() : false;
|
|
|
|
if (isSmashGroup) {
|
|
m_TimerIncomplete += deltaTime;
|
|
|
|
// For reset times < 0 this has to be handled manually
|
|
if (m_TimeBeforeSmash > 0) {
|
|
if (m_TimerIncomplete >= m_TimeBeforeSmash - 4.0f) {
|
|
m_ShowResetEffect = true;
|
|
|
|
Game::entityManager->SerializeEntity(m_Parent);
|
|
}
|
|
|
|
if (m_TimerIncomplete >= m_TimeBeforeSmash) {
|
|
m_Builder = LWOOBJID_EMPTY;
|
|
|
|
GameMessages::SendDieNoImplCode(m_Parent, LWOOBJID_EMPTY, LWOOBJID_EMPTY, eKillType::VIOLENT, u"", 0.0f, 0.0f, 0.0f, false, true);
|
|
|
|
ResetRebuild(false);
|
|
}
|
|
}
|
|
}
|
|
|
|
break;
|
|
}
|
|
case eRebuildState::COMPLETED: {
|
|
m_Timer += deltaTime;
|
|
|
|
// For reset times < 0 this has to be handled manually
|
|
if (m_ResetTime > 0) {
|
|
if (m_Timer >= m_ResetTime - 4.0f) {
|
|
if (!m_ShowResetEffect) {
|
|
m_ShowResetEffect = true;
|
|
|
|
Game::entityManager->SerializeEntity(m_Parent);
|
|
}
|
|
}
|
|
|
|
if (m_Timer >= m_ResetTime) {
|
|
|
|
GameMessages::SendDieNoImplCode(m_Parent, LWOOBJID_EMPTY, LWOOBJID_EMPTY, eKillType::VIOLENT, u"", 0.0f, 0.0f, 0.0f, false, true);
|
|
|
|
ResetRebuild(false);
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
case eRebuildState::BUILDING:
|
|
{
|
|
Entity* builder = GetBuilder();
|
|
|
|
if (builder == nullptr) {
|
|
ResetRebuild(false);
|
|
|
|
return;
|
|
}
|
|
|
|
m_TimeBeforeDrain -= deltaTime;
|
|
m_Timer += deltaTime;
|
|
m_TimerIncomplete = 0;
|
|
m_ShowResetEffect = false;
|
|
|
|
if (m_TimeBeforeDrain <= 0.0f) {
|
|
m_TimeBeforeDrain = m_CompleteTime / static_cast<float>(m_TakeImagination);
|
|
|
|
DestroyableComponent* destComp = builder->GetComponent<DestroyableComponent>();
|
|
if (!destComp) break;
|
|
|
|
int newImagination = destComp->GetImagination();
|
|
if (newImagination <= 0) {
|
|
CancelRebuild(builder, eQuickBuildFailReason::OUT_OF_IMAGINATION, true);
|
|
break;
|
|
}
|
|
|
|
++m_DrainedImagination;
|
|
--newImagination;
|
|
destComp->SetImagination(newImagination);
|
|
Game::entityManager->SerializeEntity(builder);
|
|
|
|
|
|
}
|
|
|
|
if (m_Timer >= m_CompleteTime && m_DrainedImagination >= m_TakeImagination) {
|
|
CompleteRebuild(builder);
|
|
}
|
|
|
|
break;
|
|
}
|
|
case eRebuildState::INCOMPLETE: {
|
|
m_TimerIncomplete += deltaTime;
|
|
|
|
// For reset times < 0 this has to be handled manually
|
|
if (m_TimeBeforeSmash > 0) {
|
|
if (m_TimerIncomplete >= m_TimeBeforeSmash - 4.0f) {
|
|
m_ShowResetEffect = true;
|
|
|
|
Game::entityManager->SerializeEntity(m_Parent);
|
|
}
|
|
|
|
if (m_TimerIncomplete >= m_TimeBeforeSmash) {
|
|
m_Builder = LWOOBJID_EMPTY;
|
|
|
|
GameMessages::SendDieNoImplCode(m_Parent, LWOOBJID_EMPTY, LWOOBJID_EMPTY, eKillType::VIOLENT, u"", 0.0f, 0.0f, 0.0f, false, true);
|
|
|
|
ResetRebuild(false);
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
case eRebuildState::RESETTING: break;
|
|
}
|
|
}
|
|
|
|
void RebuildComponent::OnUse(Entity* originator) {
|
|
if (GetBuilder() != nullptr || m_State == eRebuildState::COMPLETED) {
|
|
return;
|
|
}
|
|
|
|
if (m_Precondition != nullptr && !m_Precondition->Check(originator)) {
|
|
return;
|
|
}
|
|
|
|
StartRebuild(originator);
|
|
}
|
|
|
|
void RebuildComponent::SpawnActivator() {
|
|
if (!m_SelfActivator || m_ActivatorPosition != NiPoint3::ZERO) {
|
|
if (!m_Activator) {
|
|
EntityInfo info;
|
|
|
|
info.lot = 6604;
|
|
info.spawnerID = m_Parent->GetObjectID();
|
|
info.pos = m_ActivatorPosition == NiPoint3::ZERO ? m_Parent->GetPosition() : m_ActivatorPosition;
|
|
|
|
m_Activator = Game::entityManager->CreateEntity(info, nullptr, m_Parent);
|
|
if (m_Activator) {
|
|
m_ActivatorId = m_Activator->GetObjectID();
|
|
Game::entityManager->ConstructEntity(m_Activator);
|
|
}
|
|
|
|
Game::entityManager->SerializeEntity(m_Parent);
|
|
}
|
|
}
|
|
}
|
|
|
|
void RebuildComponent::DespawnActivator() {
|
|
if (m_Activator) {
|
|
Game::entityManager->DestructEntity(m_Activator);
|
|
|
|
m_Activator->ScheduleKillAfterUpdate();
|
|
|
|
m_Activator = nullptr;
|
|
|
|
m_ActivatorId = LWOOBJID_EMPTY;
|
|
}
|
|
}
|
|
|
|
Entity* RebuildComponent::GetActivator() {
|
|
return Game::entityManager->GetEntity(m_ActivatorId);
|
|
}
|
|
|
|
NiPoint3 RebuildComponent::GetActivatorPosition() {
|
|
return m_ActivatorPosition;
|
|
}
|
|
|
|
float RebuildComponent::GetResetTime() {
|
|
return m_ResetTime;
|
|
}
|
|
|
|
float RebuildComponent::GetCompleteTime() {
|
|
return m_CompleteTime;
|
|
}
|
|
|
|
int RebuildComponent::GetTakeImagination() {
|
|
return m_TakeImagination;
|
|
}
|
|
|
|
bool RebuildComponent::GetInterruptible() {
|
|
return m_Interruptible;
|
|
}
|
|
|
|
bool RebuildComponent::GetSelfActivator() {
|
|
return m_SelfActivator;
|
|
}
|
|
|
|
std::vector<int> RebuildComponent::GetCustomModules() {
|
|
return m_CustomModules;
|
|
}
|
|
|
|
int RebuildComponent::GetActivityId() {
|
|
return m_ActivityId;
|
|
}
|
|
|
|
int RebuildComponent::GetPostImaginationCost() {
|
|
return m_PostImaginationCost;
|
|
}
|
|
|
|
float RebuildComponent::GetTimeBeforeSmash() {
|
|
return m_TimeBeforeSmash;
|
|
}
|
|
|
|
eRebuildState RebuildComponent::GetState() {
|
|
return m_State;
|
|
}
|
|
|
|
Entity* RebuildComponent::GetBuilder() const {
|
|
auto* builder = Game::entityManager->GetEntity(m_Builder);
|
|
|
|
return builder;
|
|
}
|
|
|
|
bool RebuildComponent::GetRepositionPlayer() const {
|
|
return m_RepositionPlayer;
|
|
}
|
|
|
|
void RebuildComponent::SetActivatorPosition(NiPoint3 value) {
|
|
m_ActivatorPosition = value;
|
|
}
|
|
|
|
void RebuildComponent::SetResetTime(float value) {
|
|
m_ResetTime = value;
|
|
}
|
|
|
|
void RebuildComponent::SetCompleteTime(float value) {
|
|
if (value < 0) {
|
|
m_CompleteTime = 4.5f;
|
|
} else {
|
|
m_CompleteTime = value;
|
|
}
|
|
}
|
|
|
|
void RebuildComponent::SetTakeImagination(int value) {
|
|
m_TakeImagination = value;
|
|
}
|
|
|
|
void RebuildComponent::SetInterruptible(bool value) {
|
|
m_Interruptible = value;
|
|
}
|
|
|
|
void RebuildComponent::SetSelfActivator(bool value) {
|
|
m_SelfActivator = value;
|
|
}
|
|
|
|
void RebuildComponent::SetCustomModules(std::vector<int> value) {
|
|
m_CustomModules = value;
|
|
}
|
|
|
|
void RebuildComponent::SetActivityId(int value) {
|
|
m_ActivityId = value;
|
|
}
|
|
|
|
void RebuildComponent::SetPostImaginationCost(int value) {
|
|
m_PostImaginationCost = value;
|
|
}
|
|
|
|
void RebuildComponent::SetTimeBeforeSmash(float value) {
|
|
if (value < 0) {
|
|
m_TimeBeforeSmash = 10.0f;
|
|
} else {
|
|
m_TimeBeforeSmash = value;
|
|
}
|
|
}
|
|
|
|
void RebuildComponent::SetRepositionPlayer(bool value) {
|
|
m_RepositionPlayer = value;
|
|
}
|
|
|
|
void RebuildComponent::StartRebuild(Entity* user) {
|
|
if (m_State == eRebuildState::OPEN || m_State == eRebuildState::COMPLETED || m_State == eRebuildState::INCOMPLETE) {
|
|
m_Builder = user->GetObjectID();
|
|
|
|
auto* character = user->GetComponent<CharacterComponent>();
|
|
character->SetCurrentActivity(eGameActivity::QUICKBUILDING);
|
|
|
|
Game::entityManager->SerializeEntity(user);
|
|
|
|
GameMessages::SendRebuildNotifyState(m_Parent, m_State, eRebuildState::BUILDING, user->GetObjectID());
|
|
GameMessages::SendEnableRebuild(m_Parent, true, false, false, eQuickBuildFailReason::NOT_GIVEN, 0.0f, user->GetObjectID());
|
|
|
|
m_State = eRebuildState::BUILDING;
|
|
m_StateDirty = true;
|
|
Game::entityManager->SerializeEntity(m_Parent);
|
|
|
|
auto* movingPlatform = m_Parent->GetComponent<MovingPlatformComponent>();
|
|
if (movingPlatform != nullptr) {
|
|
movingPlatform->OnRebuildInitilized();
|
|
}
|
|
|
|
for (auto* script : CppScripts::GetEntityScripts(m_Parent)) {
|
|
script->OnRebuildStart(m_Parent, user);
|
|
}
|
|
|
|
// Notify scripts and possible subscribers
|
|
for (auto* script : CppScripts::GetEntityScripts(m_Parent))
|
|
script->OnRebuildNotifyState(m_Parent, m_State);
|
|
for (const auto& cb : m_RebuildStateCallbacks)
|
|
cb(m_State);
|
|
}
|
|
}
|
|
|
|
void RebuildComponent::CompleteRebuild(Entity* user) {
|
|
if (user == nullptr) {
|
|
return;
|
|
}
|
|
|
|
auto* characterComponent = user->GetComponent<CharacterComponent>();
|
|
if (characterComponent != nullptr) {
|
|
characterComponent->SetCurrentActivity(eGameActivity::NONE);
|
|
characterComponent->TrackRebuildComplete();
|
|
} else {
|
|
Game::logger->Log("RebuildComponent", "Some user tried to finish the rebuild but they didn't have a character somehow.");
|
|
return;
|
|
}
|
|
|
|
Game::entityManager->SerializeEntity(user);
|
|
|
|
GameMessages::SendRebuildNotifyState(m_Parent, m_State, eRebuildState::COMPLETED, user->GetObjectID());
|
|
GameMessages::SendPlayFXEffect(m_Parent, 507, u"create", "BrickFadeUpVisCompleteEffect", LWOOBJID_EMPTY, 0.4f, 1.0f, true);
|
|
GameMessages::SendEnableRebuild(m_Parent, false, false, true, eQuickBuildFailReason::NOT_GIVEN, m_ResetTime, user->GetObjectID());
|
|
GameMessages::SendTerminateInteraction(user->GetObjectID(), eTerminateType::FROM_INTERACTION, m_Parent->GetObjectID());
|
|
|
|
|
|
m_State = eRebuildState::COMPLETED;
|
|
m_StateDirty = true;
|
|
m_Timer = 0.0f;
|
|
m_DrainedImagination = 0;
|
|
|
|
Game::entityManager->SerializeEntity(m_Parent);
|
|
|
|
// Removes extra item requirements, isn't live accurate.
|
|
// In live, all items were removed at the start of the quickbuild, then returned if it was cancelled.
|
|
// TODO: fix?
|
|
if (m_Precondition != nullptr) {
|
|
m_Precondition->Check(user, true);
|
|
}
|
|
|
|
DespawnActivator();
|
|
|
|
// Set owner override so that entities smashed by this quickbuild will result in the builder getting rewards.
|
|
m_Parent->SetOwnerOverride(user->GetObjectID());
|
|
|
|
auto* builder = GetBuilder();
|
|
|
|
if (builder) {
|
|
auto* team = TeamManager::Instance()->GetTeam(builder->GetObjectID());
|
|
if (team) {
|
|
for (const auto memberId : team->members) { // progress missions for all team members
|
|
auto* member = Game::entityManager->GetEntity(memberId);
|
|
if (member) {
|
|
auto* missionComponent = member->GetComponent<MissionComponent>();
|
|
if (missionComponent) missionComponent->Progress(eMissionTaskType::ACTIVITY, m_ActivityId);
|
|
}
|
|
}
|
|
} else{
|
|
auto* missionComponent = builder->GetComponent<MissionComponent>();
|
|
if (missionComponent) missionComponent->Progress(eMissionTaskType::ACTIVITY, m_ActivityId);
|
|
}
|
|
LootGenerator::Instance().DropActivityLoot(builder, m_Parent, m_ActivityId, 1);
|
|
}
|
|
|
|
// Notify scripts
|
|
for (auto* script : CppScripts::GetEntityScripts(m_Parent)) {
|
|
script->OnRebuildComplete(m_Parent, user);
|
|
script->OnRebuildNotifyState(m_Parent, m_State);
|
|
}
|
|
|
|
// Notify subscribers
|
|
for (const auto& callback : m_RebuildStateCallbacks)
|
|
callback(m_State);
|
|
for (const auto& callback : m_RebuildCompleteCallbacks)
|
|
callback(user);
|
|
|
|
m_Parent->TriggerEvent(eTriggerEventType::REBUILD_COMPLETE, user);
|
|
|
|
auto* movingPlatform = m_Parent->GetComponent<MovingPlatformComponent>();
|
|
if (movingPlatform != nullptr) {
|
|
movingPlatform->OnCompleteRebuild();
|
|
}
|
|
|
|
// Set flag
|
|
auto* character = user->GetCharacter();
|
|
|
|
if (character != nullptr) {
|
|
const auto flagNumber = m_Parent->GetVar<int32_t>(u"quickbuild_single_build_player_flag");
|
|
|
|
if (flagNumber != 0) {
|
|
character->SetPlayerFlag(flagNumber, true);
|
|
}
|
|
}
|
|
RenderComponent::PlayAnimation(user, u"rebuild-celebrate", 1.09f);
|
|
}
|
|
|
|
void RebuildComponent::ResetRebuild(bool failed) {
|
|
Entity* builder = GetBuilder();
|
|
|
|
if (m_State == eRebuildState::BUILDING && builder) {
|
|
GameMessages::SendEnableRebuild(m_Parent, false, false, failed, eQuickBuildFailReason::NOT_GIVEN, m_ResetTime, builder->GetObjectID());
|
|
|
|
if (failed) {
|
|
RenderComponent::PlayAnimation(builder, u"rebuild-fail");
|
|
}
|
|
}
|
|
|
|
GameMessages::SendRebuildNotifyState(m_Parent, m_State, eRebuildState::RESETTING, LWOOBJID_EMPTY);
|
|
|
|
m_State = eRebuildState::RESETTING;
|
|
m_StateDirty = true;
|
|
m_Timer = 0.0f;
|
|
m_TimerIncomplete = 0.0f;
|
|
m_ShowResetEffect = false;
|
|
m_DrainedImagination = 0;
|
|
|
|
Game::entityManager->SerializeEntity(m_Parent);
|
|
|
|
// Notify scripts and possible subscribers
|
|
for (auto* script : CppScripts::GetEntityScripts(m_Parent))
|
|
script->OnRebuildNotifyState(m_Parent, m_State);
|
|
for (const auto& cb : m_RebuildStateCallbacks)
|
|
cb(m_State);
|
|
|
|
m_Parent->ScheduleKillAfterUpdate();
|
|
|
|
if (m_Activator) {
|
|
m_Activator->ScheduleKillAfterUpdate();
|
|
}
|
|
}
|
|
|
|
void RebuildComponent::CancelRebuild(Entity* entity, eQuickBuildFailReason failReason, bool skipChecks) {
|
|
if (m_State != eRebuildState::COMPLETED || skipChecks) {
|
|
|
|
m_Builder = LWOOBJID_EMPTY;
|
|
|
|
const auto entityID = entity != nullptr ? entity->GetObjectID() : LWOOBJID_EMPTY;
|
|
|
|
// Notify the client that a state has changed
|
|
GameMessages::SendRebuildNotifyState(m_Parent, m_State, eRebuildState::INCOMPLETE, entityID);
|
|
GameMessages::SendEnableRebuild(m_Parent, false, true, false, failReason, m_Timer, entityID);
|
|
|
|
// Now terminate any interaction with the rebuild
|
|
GameMessages::SendTerminateInteraction(entityID, eTerminateType::FROM_INTERACTION, m_Parent->GetObjectID());
|
|
GameMessages::SendTerminateInteraction(m_Parent->GetObjectID(), eTerminateType::FROM_INTERACTION, m_Parent->GetObjectID());
|
|
|
|
// Now update the component itself
|
|
m_State = eRebuildState::INCOMPLETE;
|
|
m_StateDirty = true;
|
|
|
|
// Notify scripts and possible subscribers
|
|
for (auto* script : CppScripts::GetEntityScripts(m_Parent))
|
|
script->OnRebuildNotifyState(m_Parent, m_State);
|
|
for (const auto& cb : m_RebuildStateCallbacks)
|
|
cb(m_State);
|
|
|
|
Game::entityManager->SerializeEntity(m_Parent);
|
|
}
|
|
|
|
if (entity == nullptr) {
|
|
return;
|
|
}
|
|
|
|
CharacterComponent* characterComponent = entity->GetComponent<CharacterComponent>();
|
|
if (characterComponent) {
|
|
characterComponent->SetCurrentActivity(eGameActivity::NONE);
|
|
Game::entityManager->SerializeEntity(entity);
|
|
}
|
|
}
|
|
|
|
void RebuildComponent::AddRebuildCompleteCallback(const std::function<void(Entity* user)>& callback) {
|
|
m_RebuildCompleteCallbacks.push_back(callback);
|
|
}
|
|
|
|
void RebuildComponent::AddRebuildStateCallback(const std::function<void(eRebuildState state)>& callback) {
|
|
m_RebuildStateCallbacks.push_back(callback);
|
|
}
|