mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-24 06:27:24 +00:00
92006123b8
- change NotifyObject to use u16 string - move stuff to header that is inline - use u16strings instead of converting to u16 string - move entity to dEntity
67 lines
2.5 KiB
C++
67 lines
2.5 KiB
C++
#include "CatapultBaseServer.h"
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#include "GameMessages.h"
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#include "EntityManager.h"
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#include "Entity.h"
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#include "RenderComponent.h"
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void CatapultBaseServer::OnNotifyObject(Entity* self, Entity* sender, const std::u16string& name, int32_t param1, int32_t param2) {
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if (name == u"BouncerBuilt") {
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// start a timer for the arm to player the with bouncer animation
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self->AddTimer("PlatAnim", .75);
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// set the bouncer so we can use it later
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self->SetVar(u"Bouncer", sender->GetObjectID());
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GameMessages::SendBouncerActiveStatus(sender->GetObjectID(), true, UNASSIGNED_SYSTEM_ADDRESS);
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}
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}
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void CatapultBaseServer::OnTimerDone(Entity* self, std::string timerName) {
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if (timerName == "PlatAnim") {
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// get the arm asset
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const auto arm = EntityManager::Instance()->GetEntitiesInGroup(self->GetVarAsString(u"ArmGroup"));
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// tell the arm to the play the platform animation, which is just the arm laying there but with bouncer
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for (auto* obj : arm) {
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RenderComponent::PlayAnimation(obj, u"idle-platform");
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GameMessages::SendPlayNDAudioEmitter(obj, UNASSIGNED_SYSTEM_ADDRESS, "{8cccf912-69e3-4041-a20b-63e4afafc993}");
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// set the art so we can use it again
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self->SetVar(u"Arm", obj->GetObjectID());
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break;
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}
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// start a timer till the bouncer actually bounces
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self->AddTimer("bounce", 3);
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} else if (timerName == "launchAnim") {
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// get the arm asset
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auto* arm = EntityManager::Instance()->GetEntity(self->GetVar<LWOOBJID>(u"Arm"));
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if (arm == nullptr) return;
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// tell the arm to player the launcher animation
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auto animTime = 1;
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self->AddTimer("resetArm", animTime);
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RenderComponent::PlayAnimation(arm, u"launch");
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} else if (timerName == "bounce") {
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auto* bouncer = EntityManager::Instance()->GetEntity(self->GetVar<LWOOBJID>(u"Bouncer"));
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if (bouncer == nullptr) return;
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// bounce all players
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bouncer->NotifyObject(bouncer, u"bounceAllInProximity"); // Likely to trigger server side bounce, bodging this
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// add a delay to play the animation
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self->AddTimer("launchAnim", .3);
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} else if (timerName == "resetArm") {
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auto* arm = EntityManager::Instance()->GetEntity(self->GetVar<LWOOBJID>(u"Arm"));
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if (arm == nullptr) return;
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// set the arm back to natural state
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RenderComponent::PlayAnimation(arm, u"idle");
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auto* bouncer = EntityManager::Instance()->GetEntity(self->GetVar<LWOOBJID>(u"Bouncer"));
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if (bouncer == nullptr) return;
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// kill the bouncer
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GameMessages::SendNotifyClientObject(bouncer->GetObjectID(), u"TimeToDie");
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bouncer->Smash(self->GetObjectID(), eKillType::VIOLENT);
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}
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}
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