DarkflameServer/dScripts/02_server/Map/FV/Racing/RaceShipLapColumnsServer.cpp
David Markowitz 2ca61c3e57
feat: Dragonmaw (#1562)
* rigid as heck

* abstract physics creation to separate function

* loading

Update FvRacePillarDServer.cpp

consolidate abcd pillar logic

modularization

Update SimplePhysicsComponent.cpp

Update EntityManager.cpp

Update MovingPlatformComponent.cpp

still need another pass

* geiser works

* columns working finally

* consolidate logic

* constiness

* Update PhantomPhysicsComponent.cpp

* Update PhysicsComponent.cpp

* revert testing code

* add versions info

---------

Co-authored-by: Aaron Kimbre <aronwk.aaron@gmail.com>
2024-05-10 09:22:26 -05:00

48 lines
1.6 KiB
C++

#include "RaceShipLapColumnsServer.h"
#include "RacingControlComponent.h"
#include "MovingPlatformComponent.h"
void RaceShipLapColumnsServer::OnStartup(Entity* self) {
self->SetVar(u"Lap2Complete", false);
self->SetVar(u"Lap3Complete", false);
}
void SetMovingToWaypoint(const int32_t waypointIndex, const std::string group) {
const auto entities = Game::entityManager->GetEntitiesInGroup(group);
if (entities.empty()) return;
auto* entity = entities[0];
entity->SetIsGhostingCandidate(false);
auto* movingPlatfromComponent = entity->GetComponent<MovingPlatformComponent>();
if (!movingPlatfromComponent) return;
movingPlatfromComponent->SetSerialized(true);
movingPlatfromComponent->GotoWaypoint(waypointIndex);
Game::entityManager->SerializeEntity(entity);
}
void RaceShipLapColumnsServer::OnCollisionPhantom(Entity* self, Entity* target) {
if (!target) return;
const auto racingControllers = Game::entityManager->GetEntitiesByComponent(eReplicaComponentType::RACING_CONTROL);
if (racingControllers.empty()) return;
auto* racingControlComponent = racingControllers[0]->GetComponent<RacingControlComponent>();
if (!racingControlComponent) return;
const auto* player = racingControlComponent->GetPlayerData(target->GetObjectID());
if (!player) return;
if (player->lap == 1 && !self->GetVar<bool>(u"Lap2Complete")) {
self->SetVar(u"Lap2Complete", true);
SetMovingToWaypoint(1, "Lap2Column");
SetMovingToWaypoint(0, "Lap2Ramp");
} else if (player->lap == 2 && !self->GetVar<bool>(u"Lap3Complete")) {
self->SetVar(u"Lap3Complete", true);
SetMovingToWaypoint(1, "Lap3Column");
SetMovingToWaypoint(0, "Lap3Ramp");
}
}