mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-28 08:27:22 +00:00
fc75d6048f
* moving branch * Add deleteinven slash command * Change name of BRICKS_IN_BBB * Use string_view instead of strcmp * Clean up include tree * Remove unneeded headers from PCH files Removes unneeded headers from pre-compiled headers. This increases compile time, however reduces development time for most files. * Update Entity.h * Update EntityManager.h * Update GameMessages.cpp * There it compiles now Co-authored-by: Aaron Kimbrell <aronwk.aaron@gmail.com>
54 lines
2.0 KiB
C++
54 lines
2.0 KiB
C++
#include "BootyDigServer.h"
|
|
#include "EntityManager.h"
|
|
#include "RenderComponent.h"
|
|
#include "MissionComponent.h"
|
|
#include "MissionTaskType.h"
|
|
#include "Loot.h"
|
|
|
|
void BootyDigServer::OnStartup(Entity* self) {
|
|
auto* zoneControlObject = EntityManager::Instance()->GetZoneControlEntity();
|
|
if (zoneControlObject != nullptr) {
|
|
zoneControlObject->OnFireEventServerSide(self, "CheckForPropertyOwner");
|
|
}
|
|
}
|
|
|
|
void BootyDigServer::OnPlayerLoaded(Entity* self, Entity* player) {
|
|
auto* zoneControlObject = EntityManager::Instance()->GetZoneControlEntity();
|
|
if (zoneControlObject != nullptr) {
|
|
zoneControlObject->OnFireEventServerSide(self, "CheckForPropertyOwner");
|
|
}
|
|
}
|
|
|
|
void
|
|
BootyDigServer::OnFireEventServerSide(Entity* self, Entity* sender, std::string args, int32_t param1, int32_t param2,
|
|
int32_t param3) {
|
|
|
|
auto propertyOwner = self->GetNetworkVar<std::string>(u"PropertyOwnerID");
|
|
auto* player = self->GetParentEntity();
|
|
if (player == nullptr)
|
|
return;
|
|
|
|
if (args == "ChestReady" && (propertyOwner == std::to_string(LWOOBJID_EMPTY) || player->GetVar<bool>(u"bootyDug"))) {
|
|
self->Smash(self->GetObjectID(), SILENT);
|
|
} else if (args == "ChestOpened") {
|
|
// Make sure players only dig up one booty per instance
|
|
player->SetVar<bool>(u"bootyDug", true);
|
|
|
|
auto* missionComponent = player->GetComponent<MissionComponent>();
|
|
if (missionComponent != nullptr) {
|
|
auto* mission = missionComponent->GetMission(1881);
|
|
if (mission != nullptr && (mission->GetMissionState() == MissionState::MISSION_STATE_ACTIVE || mission->GetMissionState() == MissionState::MISSION_STATE_COMPLETE_ACTIVE)) {
|
|
mission->Progress(MissionTaskType::MISSION_TASK_TYPE_SCRIPT, self->GetLOT());
|
|
|
|
auto* renderComponent = self->GetComponent<RenderComponent>();
|
|
if (renderComponent != nullptr)
|
|
renderComponent->PlayEffect(7730, u"cast", "bootyshine");
|
|
|
|
LootGenerator::Instance().DropLoot(player, self, 231, 75, 75);
|
|
}
|
|
}
|
|
} else if (args == "ChestDead") {
|
|
self->Smash(player->GetObjectID(), SILENT);
|
|
}
|
|
}
|