DarkflameServer/dScripts/02_server/Map/njhub/CatapultBaseServer.cpp
David Markowitz b432a3f5da Remove inlines
Clean up macros

more tomorrow

Cleanup and optimize CDActivities table

Remove unused include

Further work on CDActivityRewards

Update MasterServer.cpp

Further animations work

Activities still needs work for a better PK.

fix type

All of these replacements worked

Create internal interface for animations

Allows for user to just call GetAnimationTIme or PlayAnimation rather than passing in arbitrary true false statements
2023-03-26 02:59:46 -07:00

67 lines
2.5 KiB
C++

#include "CatapultBaseServer.h"
#include "GameMessages.h"
#include "EntityManager.h"
#include "Entity.h"
#include "RenderComponent.h"
void CatapultBaseServer::OnNotifyObject(Entity* self, Entity* sender, const std::string& name, int32_t param1, int32_t param2) {
if (name == "BouncerBuilt") {
// start a timer for the arm to player the with bouncer animation
self->AddTimer("PlatAnim", .75);
// set the bouncer so we can use it later
self->SetVar(u"Bouncer", sender->GetObjectID());
GameMessages::SendBouncerActiveStatus(sender->GetObjectID(), true, UNASSIGNED_SYSTEM_ADDRESS);
}
}
void CatapultBaseServer::OnTimerDone(Entity* self, std::string timerName) {
if (timerName == "PlatAnim") {
// get the arm asset
const auto arm = EntityManager::Instance()->GetEntitiesInGroup(self->GetVarAsString(u"ArmGroup"));
// tell the arm to the play the platform animation, which is just the arm laying there but with bouncer
for (auto* obj : arm) {
RenderComponent::PlayAnimation(obj, u"idle-platform");
GameMessages::SendPlayNDAudioEmitter(obj, UNASSIGNED_SYSTEM_ADDRESS, "{8cccf912-69e3-4041-a20b-63e4afafc993}");
// set the art so we can use it again
self->SetVar(u"Arm", obj->GetObjectID());
break;
}
// start a timer till the bouncer actually bounces
self->AddTimer("bounce", 3);
} else if (timerName == "launchAnim") {
// get the arm asset
auto* arm = EntityManager::Instance()->GetEntity(self->GetVar<LWOOBJID>(u"Arm"));
if (arm == nullptr) return;
// tell the arm to player the launcher animation
auto animTime = 1;
self->AddTimer("resetArm", animTime);
RenderComponent::PlayAnimation(arm, u"launch");
} else if (timerName == "bounce") {
auto* bouncer = EntityManager::Instance()->GetEntity(self->GetVar<LWOOBJID>(u"Bouncer"));
if (bouncer == nullptr) return;
// bounce all players
bouncer->NotifyObject(bouncer, "bounceAllInProximity"); // Likely to trigger server side bounce, bodging this
// add a delay to play the animation
self->AddTimer("launchAnim", .3);
} else if (timerName == "resetArm") {
auto* arm = EntityManager::Instance()->GetEntity(self->GetVar<LWOOBJID>(u"Arm"));
if (arm == nullptr) return;
// set the arm back to natural state
RenderComponent::PlayAnimation(arm, u"idle");
auto* bouncer = EntityManager::Instance()->GetEntity(self->GetVar<LWOOBJID>(u"Bouncer"));
if (bouncer == nullptr) return;
// kill the bouncer
GameMessages::SendNotifyClientObject(bouncer->GetObjectID(), u"TimeToDie");
bouncer->Smash(self->GetObjectID(), VIOLENT);
}
}