mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-23 22:17:31 +00:00
3e3148e910
* convert zone manager to game namespace * Destroy logger last
217 lines
6.0 KiB
C++
217 lines
6.0 KiB
C++
#include "CavePrisonCage.h"
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#include "EntityManager.h"
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#include "RebuildComponent.h"
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#include "GameMessages.h"
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#include "Character.h"
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#include "dZoneManager.h"
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#include "RenderComponent.h"
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void CavePrisonCage::OnStartup(Entity* self) {
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const auto& myNum = self->GetVar<std::u16string>(u"myNumber");
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if (myNum.empty()) {
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return;
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}
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auto* spawner = Game::zoneManager->GetSpawnersByName("PrisonCounterweight_0" + GeneralUtils::UTF16ToWTF8(myNum))[0];
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self->SetVar<Spawner*>(u"CWSpawner", spawner);
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Setup(self, spawner);
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}
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void CavePrisonCage::Setup(Entity* self, Spawner* spawner) {
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SpawnCounterweight(self, spawner);
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NiPoint3 mypos = self->GetPosition();
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NiQuaternion myrot = self->GetRotation();
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mypos.y += 1.5;
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mypos.z -= 0.5;
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EntityInfo info{};
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info.lot = m_Villagers[self->GetVarAs<int32_t>(u"myNumber") - 1];
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info.pos = mypos;
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info.rot = myrot;
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info.spawnerID = self->GetObjectID();
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// Spawn the villager inside the jail
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auto* entity = Game::entityManager->CreateEntity(info);
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// Save the villeger ID
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self->SetVar<LWOOBJID>(u"villager", entity->GetObjectID());
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// Construct the entity
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Game::entityManager->ConstructEntity(entity);
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}
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void CavePrisonCage::OnRebuildNotifyState(Entity* self, eRebuildState state) {
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if (state != eRebuildState::RESETTING) {
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return;
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}
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auto* spawner = self->GetVar<Spawner*>(u"CWSpawner");
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if (spawner == nullptr) {
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return;
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}
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spawner->Reset();
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SpawnCounterweight(self, spawner);
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}
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void CavePrisonCage::SpawnCounterweight(Entity* self, Spawner* spawner) {
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spawner->Reset();
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auto* counterweight = spawner->Spawn();
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self->SetVar<LWOOBJID>(u"Counterweight", counterweight->GetObjectID());
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auto* rebuildComponent = counterweight->GetComponent<RebuildComponent>();
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if (rebuildComponent != nullptr) {
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rebuildComponent->AddRebuildStateCallback([this, self](eRebuildState state) {
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OnRebuildNotifyState(self, state);
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});
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rebuildComponent->AddRebuildCompleteCallback([this, self](Entity* user) {
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// The counterweight is a simple mover, which is not implemented, so we'll just set it's position
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auto* counterweight = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(u"Counterweight"));
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if (counterweight == nullptr) {
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return;
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}
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// Move the counterweight down 2 units
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counterweight->SetPosition(counterweight->GetPosition() + NiPoint3(0, -2, 0));
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// Serialize the counterweight
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Game::entityManager->SerializeEntity(counterweight);
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// notifyPlatformAtLastWaypoint
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// Save the userID as Builder
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self->SetVar<LWOOBJID>(u"Builder", user->GetObjectID());
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// Get the button and make sure it still exists
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auto* button = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(u"Button"));
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if (button == nullptr) {
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return;
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}
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// Play the 'down' animation on the button
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RenderComponent::PlayAnimation(button, u"down");
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// Setup a timer named 'buttonGoingDown' to be triggered in 5 seconds
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self->AddTimer("buttonGoingDown", 5.0f);
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});
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}
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if (self->GetVar<LWOOBJID>(u"Button")) {
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return;
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}
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GetButton(self);
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}
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void CavePrisonCage::GetButton(Entity* self) {
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const auto buttons = Game::entityManager->GetEntitiesInGroup("PrisonButton_0" + std::to_string(self->GetVarAs<int32_t>(u"myNumber")));
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if (buttons.size() == 0) {
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// Try again in 0.5 seconds
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self->AddCallbackTimer(0.5, [this, self]() {
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GetButton(self);
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});
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return;
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}
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auto* button = buttons[0];
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self->SetVar<LWOOBJID>(u"Button", button->GetObjectID());
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}
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void CavePrisonCage::OnTimerDone(Entity* self, std::string timerName) {
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// the anim of the button down is over
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if (timerName == "buttonGoingDown") {
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// Play the 'up' animation
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RenderComponent::PlayAnimation(self, u"up");
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// Setup a timer named 'CageOpen' to be triggered in 1 second
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self->AddTimer("CageOpen", 1.0f);
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} else if (timerName == "CageOpen") {
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// play the idle open anim
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RenderComponent::PlayAnimation(self, u"idle-up");
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// Get the villeger
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auto* villager = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(u"villager"));
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if (villager == nullptr) {
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return;
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}
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GameMessages::SendNotifyClientObject(villager->GetObjectID(), u"TimeToChat", 0, 0, LWOOBJID_EMPTY, "", UNASSIGNED_SYSTEM_ADDRESS);
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// Get the builder and make sure it still exists
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auto* builder = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(u"Builder"));
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if (builder == nullptr) {
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return;
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}
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const auto flagNum = 2020 + self->GetVarAs<int32_t>(u"myNumber");
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// Set the flag on the builder character
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builder->GetCharacter()->SetPlayerFlag(flagNum, true);
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// Setup a timer named 'VillagerEscape' to be triggered in 5 seconds
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self->AddTimer("VillagerEscape", 5.0f);
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} else if (timerName == "VillagerEscape") {
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// Get the villeger and make sure it still exists
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auto* villager = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(u"villager"));
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if (villager == nullptr) {
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return;
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}
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// Kill the villager
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villager->Kill();
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// Setup a timer named 'SmashCounterweight' to be triggered in 2 seconds
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self->AddTimer("SmashCounterweight", 2.0f);
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} else if (timerName == "SmashCounterweight") {
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// Get the counterweight and make sure it still exists
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auto* counterweight = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(u"Counterweight"));
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if (counterweight == nullptr) {
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return;
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}
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// Smash the counterweight
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counterweight->Smash();
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// Get the button and make sure it still exists
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auto* button = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(u"Button"));
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if (button == nullptr) {
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return;
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}
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// Play the 'up' animation on the button
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RenderComponent::PlayAnimation(button, u"up");
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// Setup a timer named 'CageClosed' to be triggered in 1 second
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self->AddTimer("CageClosed", 1.0f);
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} else if (timerName == "CageClosed") {
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// play the idle closed anim
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RenderComponent::PlayAnimation(self, u"idle");
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// Setup a timer named 'ResetPrison' to be triggered in 10 seconds
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self->AddTimer("ResetPrison", 10.0f);
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} else if (timerName == "ResetPrison") {
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Setup(self, self->GetVar<Spawner*>(u"CWSpawner"));
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}
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}
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