DarkflameServer/dScripts/AgSurvivalBuffStation.cpp
David Markowitz 8cdb388915
Optimize scripts for faster compilation (#597)
* Implement Precompiled Headers

* First volume of optimizations

* Scripts A-B

Gonna be doing this in alphabetical order now.

* C Scripts and remove unneeded includes from base cppscripts header

Remove the MissionComponent and Loot includes from all base scripts and place their needed includes in the respective scripts.

* D scripts

* F scripts

* F scripts 2

Finish up removing extraneous includes from scripts that start with the letter F

* G scripts

Removing extraneous includes from scripts that start with the letter G

* I scripts

Removing extraneous includes from scripts that start with the letter I

* M-Z scripts

Removing extraneous includes from scripts that start with the letter M-Z

* Revert "Implement Precompiled Headers"

This reverts commit d79d8d4991.

* Revert "Revert "Implement Precompiled Headers""

This reverts commit 0597faf308.

* Add back in PCH

Add back in PCH

* Fix CMake

Whitespace

Remove duplicate file glob

Remove newline
2022-07-04 23:00:10 -07:00

66 lines
2.6 KiB
C++

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