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https://github.com/DarkflameUniverse/DarkflameServer.git
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e2dfa1809d
For components
55 lines
1.4 KiB
C++
55 lines
1.4 KiB
C++
#include "LegoDieRoll.h"
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#include "Entity.h"
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#include "GameMessages.h"
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#include "MissionComponent.h"
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#include "RenderComponent.h"
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#include "eMissionState.h"
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void LegoDieRoll::OnStartup(Entity* self) {
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self->AddTimer("DoneRolling", 10.0f);
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self->AddTimer("ThrowDice", LegoDieRoll::animTime);
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}
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void LegoDieRoll::OnTimerDone(Entity* self, std::string timerName) {
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if (timerName == "DoneRolling") {
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self->Smash(self->GetObjectID(), eKillType::SILENT);
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} else if (timerName == "ThrowDice") {
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int dieRoll = GeneralUtils::GenerateRandomNumber<int>(1, 6);
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switch (dieRoll) {
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case 1:
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RenderComponent::PlayAnimation(self, u"roll-die-1");
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break;
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case 2:
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RenderComponent::PlayAnimation(self, u"roll-die-2");
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break;
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case 3:
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RenderComponent::PlayAnimation(self, u"roll-die-3");
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break;
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case 4:
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RenderComponent::PlayAnimation(self, u"roll-die-4");
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break;
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case 5:
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RenderComponent::PlayAnimation(self, u"roll-die-5");
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break;
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case 6:
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{
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RenderComponent::PlayAnimation(self, u"roll-die-6");
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// tracking the It's Truly Random Achievement
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auto* owner = self->GetOwner();
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auto* missionComponent = owner->GetComponent<MissionComponent>();
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if (missionComponent != nullptr) {
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const auto rollMissionState = missionComponent->GetMissionState(756);
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if (rollMissionState == eMissionState::ACTIVE) {
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missionComponent->ForceProgress(756, 1103, 1);
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}
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}
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break;
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}
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default:
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break;
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}
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}
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}
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