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https://github.com/DarkflameUniverse/DarkflameServer.git
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06e7d57e0d
* chore: Remove dpEntity pointers from collision checking * Update fn documentation in ProximityMonitorComponent.h * use more idiomatic method to calculate vector index * feedback * missed a ranges::find replacement * adjust for feedback. last changes tonight. * okay, also remove unneeded include. then sleep. * for real tho * update to use unordered_set instead of set
66 lines
2.1 KiB
C++
66 lines
2.1 KiB
C++
#include "AgBusDoor.h"
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#include "Entity.h"
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#include "GameMessages.h"
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#include "ProximityMonitorComponent.h"
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void AgBusDoor::OnStartup(Entity* self) {
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m_Counter = 0;
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m_OuterCounter = 0;
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self->SetProximityRadius(75, "busDoor");
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self->SetProximityRadius(85, "busDoorOuter");
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}
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void AgBusDoor::OnProximityUpdate(Entity* self, Entity* entering, std::string name, std::string status) {
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if (name != "busDoor" && name != "busDoorOuter") return;
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// Make sure only humans are taken into account
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if (!entering->GetCharacter()) return;
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auto* proximityMonitorComponent = self->GetComponent<ProximityMonitorComponent>();
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if (proximityMonitorComponent == nullptr) return;
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m_Counter = 0;
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m_OuterCounter = 0;
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for (const auto id : proximityMonitorComponent->GetProximityObjects("busDoor")) {
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const auto* const entity = Game::entityManager->GetEntity(id);
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if (entity != nullptr && entity->IsPlayer()) m_Counter++;
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}
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for (const auto id : proximityMonitorComponent->GetProximityObjects("busDoorOuter")) {
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const auto* const entity = Game::entityManager->GetEntity(id);
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if (entity != nullptr && entity->IsPlayer()) m_OuterCounter++;
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}
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if (status == "ENTER") {
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// move up when a player is inside both radii
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if (m_Counter > 0) {
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MoveDoor(self, true);
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}
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} else if (status == "LEAVE") {
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// move down when no players are inside either radii
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if (m_Counter <= 0) {
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MoveDoor(self, false);
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}
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}
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}
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void AgBusDoor::MoveDoor(Entity* self, bool bOpen) {
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if (bOpen) {
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GameMessages::SendPlatformResync(self, UNASSIGNED_SYSTEM_ADDRESS, true, 1, 0);
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} else {
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GameMessages::SendPlatformResync(self, UNASSIGNED_SYSTEM_ADDRESS, true, 0, 1);
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self->AddTimer("dustTimer", 2.0f);
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}
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//This is currently commented out because it might be the reason that people's audio is cutting out.
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GameMessages::SendPlayNDAudioEmitter(self, UNASSIGNED_SYSTEM_ADDRESS, "{9a24f1fa-3177-4745-a2df-fbd996d6e1e3}");
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}
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void AgBusDoor::OnTimerDone(Entity* self, std::string timerName) {
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if (timerName == "dustTimer") {
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GameMessages::SendPlayFXEffect(self->GetObjectID(), 642, u"create", "busDust", LWOOBJID_EMPTY, 1.0f, 1.0f, true);
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}
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}
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