DarkflameServer/dGame/dComponents/BuildBorderComponent.cpp
David Markowitz 5942182486
feat: Abstract Logger and simplify code (#1207)
* Logger: Rename logger to Logger from dLogger

* Logger: Add compile time filename

Fix include issues
Add writers
Add macros
Add macro to force compilation

* Logger: Replace calls with macros

Allows for filename and line number to be logged

* Logger: Add comments

and remove extra define

Logger: Replace with unique_ptr

also flush console at exit. regular file writer should be flushed on file close.

Logger: Remove constexpr on variable

* Logger: Simplify code

* Update Logger.cpp
2023-10-21 16:31:55 -07:00

71 lines
1.7 KiB
C++

#include "BuildBorderComponent.h"
#include "EntityManager.h"
#include "GameMessages.h"
#include "Entity.h"
#include "Game.h"
#include "Logger.h"
#include "InventoryComponent.h"
#include "Item.h"
#include "PropertyManagementComponent.h"
BuildBorderComponent::BuildBorderComponent(Entity* parent) : Component(parent) {
}
BuildBorderComponent::~BuildBorderComponent() {
}
void BuildBorderComponent::OnUse(Entity* originator) {
if (originator->GetCharacter()) {
const auto& entities = Game::entityManager->GetEntitiesInGroup("PropertyPlaque");
auto buildArea = m_Parent->GetObjectID();
if (!entities.empty()) {
buildArea = entities[0]->GetObjectID();
LOG("Using PropertyPlaque");
}
auto* inventoryComponent = originator->GetComponent<InventoryComponent>();
if (inventoryComponent == nullptr) {
return;
}
auto* thinkingHat = inventoryComponent->FindItemByLot(6086);
if (thinkingHat == nullptr) {
return;
}
inventoryComponent->PushEquippedItems();
LOG("Starting with %llu", buildArea);
if (PropertyManagementComponent::Instance() != nullptr) {
GameMessages::SendStartArrangingWithItem(
originator,
originator->GetSystemAddress(),
true,
buildArea,
originator->GetPosition(),
0,
thinkingHat->GetId(),
thinkingHat->GetLot(),
4,
0,
-1,
NiPoint3::ZERO,
0
);
} else {
GameMessages::SendStartArrangingWithItem(originator, originator->GetSystemAddress(), true, buildArea, originator->GetPosition());
}
InventoryComponent* inv = m_Parent->GetComponent<InventoryComponent>();
if (!inv) return;
inv->PushEquippedItems(); // technically this is supposed to happen automatically... but it doesnt? so just keep this here
}
}