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https://github.com/DarkflameUniverse/DarkflameServer.git
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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
66 lines
2.4 KiB
C++
66 lines
2.4 KiB
C++
#include "AgSurvivalBuffStation.h"
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#include "DestroyableComponent.h"
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#include "EntityManager.h"
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#include "GameMessages.h"
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#include "SkillComponent.h"
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#include "TeamManager.h"
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void AgSurvivalBuffStation::OnRebuildComplete(Entity* self, Entity* target) {
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auto destroyableComponent = self->GetComponent<DestroyableComponent>();
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// We set the faction to 1 so that the buff station sees players as friendly targets to buff
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if (destroyableComponent != nullptr) destroyableComponent->SetFaction(1);
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auto skillComponent = self->GetComponent<SkillComponent>();
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if (skillComponent != nullptr) skillComponent->CalculateBehavior(skillIdForBuffStation, behaviorIdForBuffStation, self->GetObjectID());
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self->AddCallbackTimer(smashTimer, [self]() {
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self->Smash();
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});
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self->AddTimer("DropArmor", dropArmorTimer);
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self->AddTimer("DropLife", dropLifeTimer);
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self->AddTimer("Dropimagination", dropImaginationTimer);
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// Since all survival players should be on the same team, we get the team.
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auto team = TeamManager::Instance()->GetTeam(target->GetObjectID());
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std::vector<LWOOBJID> builderTeam;
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// Not on a team
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if (team == nullptr) {
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builderTeam.push_back(target->GetObjectID());
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self->SetVar<std::vector<LWOOBJID>>(u"BuilderTeam", builderTeam);
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return;
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}
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for (auto memberID : team->members) {
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builderTeam.push_back(memberID);
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}
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self->SetVar<std::vector<LWOOBJID>>(u"BuilderTeam", builderTeam);
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}
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void AgSurvivalBuffStation::OnTimerDone(Entity* self, std::string timerName) {
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uint32_t powerupToDrop = lifePowerup;
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if (timerName == "DropArmor") {
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powerupToDrop = armorPowerup;
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self->AddTimer("DropArmor", dropArmorTimer);
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}
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if (timerName == "DropLife") {
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powerupToDrop = lifePowerup;
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self->AddTimer("DropLife", dropLifeTimer);
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}
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if (timerName == "Dropimagination") {
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powerupToDrop = imaginationPowerup;
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self->AddTimer("Dropimagination", dropImaginationTimer);
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}
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auto team = self->GetVar<std::vector<LWOOBJID>>(u"BuilderTeam");
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for (auto memberID : team) {
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auto member = Game::entityManager->GetEntity(memberID);
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if (member != nullptr && !member->GetIsDead()) {
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GameMessages::SendDropClientLoot(member, self->GetObjectID(), powerupToDrop, 0, self->GetPosition());
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} else {
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// If player left the team or left early erase them from the team variable.
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team.erase(std::find(team.begin(), team.end(), memberID));
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self->SetVar<std::vector<LWOOBJID>>(u"BuilderTeam", team);
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}
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}
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}
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