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https://github.com/DarkflameUniverse/DarkflameServer.git
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dc29f5962d
Tested that worlds still load data as expected. Had no use being a singleton anyways.
147 lines
5.3 KiB
C++
147 lines
5.3 KiB
C++
#include <algorithm>
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#include "RailActivatorComponent.h"
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#include "CDClientManager.h"
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#include "CDRailActivatorComponent.h"
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#include "Entity.h"
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#include "GameMessages.h"
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#include "QuickBuildComponent.h"
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#include "Game.h"
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#include "Logger.h"
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#include "RenderComponent.h"
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#include "EntityManager.h"
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#include "eStateChangeType.h"
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RailActivatorComponent::RailActivatorComponent(Entity* parent, int32_t componentID) : Component(parent) {
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m_ComponentID = componentID;
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const auto tableData = CDClientManager::GetTable<CDRailActivatorComponentTable>()->GetEntryByID(componentID);;
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m_Path = parent->GetVar<std::u16string>(u"rail_path");
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m_PathDirection = parent->GetVar<bool>(u"rail_path_direction");
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m_PathStart = parent->GetVar<uint32_t>(u"rail_path_start");
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m_StartSound = tableData.startSound;
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m_loopSound = tableData.loopSound;
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m_StopSound = tableData.stopSound;
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m_StartAnimation = tableData.startAnimation;
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m_LoopAnimation = tableData.loopAnimation;
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m_StopAnimation = tableData.stopAnimation;
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m_StartEffect = tableData.startEffectID;
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m_LoopEffect = tableData.loopEffectID;
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m_StopEffect = tableData.stopEffectID;
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m_DamageImmune = parent->GetVar<bool>(u"rail_activator_damage_immune");
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m_NoAggro = parent->GetVar<bool>(u"rail_no_aggro");
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m_NotifyArrived = parent->GetVar<bool>(u"rail_notify_activator_arrived");
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m_ShowNameBillboard = parent->GetVar<bool>(u"rail_show_name_billboard");
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m_UseDB = parent->GetVar<bool>(u"rail_use_db");
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m_CameraLocked = tableData.cameraLocked;
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m_CollisionEnabled = tableData.playerCollision;
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}
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RailActivatorComponent::~RailActivatorComponent() = default;
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void RailActivatorComponent::OnUse(Entity* originator) {
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auto* quickBuildComponent = m_Parent->GetComponent<QuickBuildComponent>();
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if (quickBuildComponent != nullptr && quickBuildComponent->GetState() != eQuickBuildState::COMPLETED)
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return;
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if (quickBuildComponent != nullptr) {
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// Don't want it to be destroyed while a player is using it
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quickBuildComponent->SetResetTime(quickBuildComponent->GetResetTime() + 10.0f);
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}
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m_EntitiesOnRail.push_back(originator->GetObjectID());
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// Start the initial effects
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if (!m_StartEffect.second.empty()) {
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GameMessages::SendPlayFXEffect(originator->GetObjectID(), m_StartEffect.first, m_StartEffect.second,
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std::to_string(m_StartEffect.first));
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}
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float animationLength = 0.5f;
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if (!m_StartAnimation.empty()) {
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animationLength = RenderComponent::PlayAnimation(originator, m_StartAnimation);
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}
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const auto originatorID = originator->GetObjectID();
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m_Parent->AddCallbackTimer(animationLength, [originatorID, this]() {
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auto* originator = Game::entityManager->GetEntity(originatorID);
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if (originator == nullptr) {
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return;
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}
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GameMessages::SendStartRailMovement(originator->GetObjectID(), m_Path, m_StartSound,
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m_loopSound, m_StopSound, originator->GetSystemAddress(),
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m_PathStart, m_PathDirection, m_DamageImmune, m_NoAggro, m_NotifyArrived,
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m_ShowNameBillboard, m_CameraLocked, m_CollisionEnabled, m_UseDB, m_ComponentID,
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m_Parent->GetObjectID());
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});
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}
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void RailActivatorComponent::OnRailMovementReady(Entity* originator) const {
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// Stun the originator
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GameMessages::SendSetStunned(originator->GetObjectID(), eStateChangeType::PUSH, originator->GetSystemAddress(), LWOOBJID_EMPTY,
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true, true, true, true, true, true, true
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);
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if (std::find(m_EntitiesOnRail.begin(), m_EntitiesOnRail.end(), originator->GetObjectID()) != m_EntitiesOnRail.end()) {
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// Stop the initial effects
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if (!m_StartEffect.second.empty()) {
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GameMessages::SendStopFXEffect(originator, false, std::to_string(m_StartEffect.first));
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}
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// Start the looping effects
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if (!m_LoopEffect.second.empty()) {
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GameMessages::SendPlayFXEffect(originator->GetObjectID(), m_LoopEffect.first, m_LoopEffect.second,
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std::to_string(m_LoopEffect.first));
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}
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if (!m_LoopAnimation.empty()) {
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RenderComponent::PlayAnimation(originator, m_LoopAnimation);
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}
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GameMessages::SendSetRailMovement(originator->GetObjectID(), m_PathDirection, m_Path, m_PathStart,
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originator->GetSystemAddress(), m_ComponentID,
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m_Parent->GetObjectID());
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}
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}
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void RailActivatorComponent::OnCancelRailMovement(Entity* originator) {
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// Remove the stun from the originator
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GameMessages::SendSetStunned(originator->GetObjectID(), eStateChangeType::POP, originator->GetSystemAddress(), LWOOBJID_EMPTY,
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true, true, true, true, true, true, true
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);
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auto* quickBuildComponent = m_Parent->GetComponent<QuickBuildComponent>();
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if (quickBuildComponent != nullptr) {
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// Set back reset time
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quickBuildComponent->SetResetTime(quickBuildComponent->GetResetTime() - 10.0f);
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}
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if (std::find(m_EntitiesOnRail.begin(), m_EntitiesOnRail.end(), originator->GetObjectID()) != m_EntitiesOnRail.end()) {
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// Stop the looping effects
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if (!m_LoopEffect.second.empty()) {
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GameMessages::SendStopFXEffect(originator, false, std::to_string(m_LoopEffect.first));
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}
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// Start the end effects
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if (!m_StopEffect.second.empty()) {
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GameMessages::SendPlayFXEffect(originator->GetObjectID(), m_StopEffect.first, m_StopEffect.second,
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std::to_string(m_StopEffect.first));
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}
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if (!m_StopAnimation.empty()) {
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RenderComponent::PlayAnimation(originator, m_StopAnimation);
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}
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// Remove the player after they've signalled they're done railing
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m_EntitiesOnRail.erase(std::remove(m_EntitiesOnRail.begin(), m_EntitiesOnRail.end(),
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originator->GetObjectID()), m_EntitiesOnRail.end());
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}
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}
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