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https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-24 14:37:25 +00:00
88 lines
1.5 KiB
C++
88 lines
1.5 KiB
C++
#include "Play.h"
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#include "Scene.h"
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#include "EntityManager.h"
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using namespace Cinema;
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void Play::Conclude() {
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auto* player = Game::entityManager->GetEntity(this->player);
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if (player == nullptr) {
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return;
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}
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scene->Conclude(player);
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}
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void Play::SetupCheckForAudience() {
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if (m_CheckForAudience) {
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return;
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}
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m_CheckForAudience = true;
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CheckForAudience();
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}
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void Play::CheckForAudience() {
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auto* player = Game::entityManager->GetEntity(this->player);
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if (player == nullptr) {
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CleanUp();
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return;
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}
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if (scene->IsPlayerInBounds(player)) {
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SignalBarrier("audience");
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m_PlayerHasBeenInsideBounds = true;
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}
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if (!scene->IsPlayerInShowingDistance(player)) {
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if (m_PlayerHasBeenInsideBounds) {
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Conclude();
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}
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CleanUp();
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return;
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}
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// As the scene isn't associated with a specifc objects, we'll use the zone control entity to setup a callback.
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Game::entityManager->GetZoneControlEntity()->AddCallbackTimer(1.0f, [this]() {
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CheckForAudience();
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});
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}
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void Play::CleanUp() {
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LOG("Cleaning up play with %d entities", entities.size());
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for (const auto& entity : entities) {
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Game::entityManager->DestroyEntity(entity);
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}
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}
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void Play::SetupBarrier(const std::string& barrier, const std::function<void()>& callback) {
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// Add the callback to the barrier
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m_Barriers[barrier].push_back(callback);
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}
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void Play::SignalBarrier(const std::string& barrier) {
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const auto& it = m_Barriers.find(barrier);
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if (it == m_Barriers.end()) {
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return;
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}
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for (const auto& callback : it->second) {
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callback();
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}
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m_Barriers.erase(it);
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}
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