DarkflameServer/dScripts/02_server/Map/AM/WanderingVendor.cpp
jadebenn 06e7d57e0d
chore: Remove dpEntity pointers from collision checking (#1529)
* 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
2024-04-05 00:52:26 -05:00

43 lines
1.4 KiB
C++

#include "WanderingVendor.h"
#include "MovementAIComponent.h"
#include "ProximityMonitorComponent.h"
#include <ranges>
void WanderingVendor::OnStartup(Entity* self) {
auto movementAIComponent = self->GetComponent<MovementAIComponent>();
if (!movementAIComponent) return;
self->SetProximityRadius(10, "playermonitor");
}
void WanderingVendor::OnProximityUpdate(Entity* self, Entity* entering, std::string name, std::string status) {
if (status == "ENTER" && entering->IsPlayer()) {
auto movementAIComponent = self->GetComponent<MovementAIComponent>();
if (!movementAIComponent) return;
movementAIComponent->Pause();
self->CancelTimer("startWalking");
} else if (status == "LEAVE") {
auto* proximityMonitorComponent = self->GetComponent<ProximityMonitorComponent>();
if (!proximityMonitorComponent) self->AddComponent<ProximityMonitorComponent>();
const auto proxObjs = proximityMonitorComponent->GetProximityObjects("playermonitor");
bool foundPlayer = false;
for (const auto id : proxObjs) {
auto* entity = Game::entityManager->GetEntity(id);
if (entity && entity->IsPlayer()) {
foundPlayer = true;
break;
}
}
if (!foundPlayer) self->AddTimer("startWalking", 1.5);
}
}
void WanderingVendor::OnTimerDone(Entity* self, std::string timerName) {
if (timerName == "startWalking") {
auto movementAIComponent = self->GetComponent<MovementAIComponent>();
if (!movementAIComponent) return;
movementAIComponent->Resume();
}
}