DarkflameServer/dScripts/ai/AG/AgJetEffectServer.cpp
David Markowitz 455f9470a5
Move EntityManager to Game namespace (#1140)
* Move EntityManager to Game namespace

* move initialization to later

Need to wait for dZoneManager to be initialized.

* Fix bugs

- Cannot delete from a RandomAccessIterator while in a range based for loop.

Touchup zone manager initialize

replace magic numbers with better named constants
replace magic zonecontrol id with a more readable hex alternative
condense stack variables
move initializers closer to their use
initialize entity manager with zone control

change initialize timings

If zone is not zero we expect to initialize the entity manager during zone manager initialization

Add constexpr for zone control LOT

* Add proper error handling

* revert vanity changes

* Update WorldServer.cpp

* Update dZoneManager.cpp
2023-07-15 13:56:33 -07:00

61 lines
2.2 KiB
C++

#include "AgJetEffectServer.h"
#include "GameMessages.h"
#include "EntityManager.h"
#include "SkillComponent.h"
#include "eReplicaComponentType.h"
#include "RenderComponent.h"
void AgJetEffectServer::OnUse(Entity* self, Entity* user) {
if (inUse || self->GetLOT() != 6859) return;
GameMessages::SendNotifyClientObject(
self->GetObjectID(), u"toggleInUse", 1, 0, LWOOBJID_EMPTY, "", UNASSIGNED_SYSTEM_ADDRESS
);
inUse = true;
auto entities = Game::entityManager->GetEntitiesInGroup("Jet_FX");
if (entities.empty()) return;
GameMessages::SendPlayFXEffect(entities.at(0), 641, u"create", "radarDish", LWOOBJID_EMPTY, 1, 1, true);
self->AddTimer("radarDish", 2.0f);
self->AddTimer("PlayEffect", 2.5f);
self->AddTimer("CineDone", 7.5f + 5.0f); // 7.5f is time the cinematic takes to play
}
void AgJetEffectServer::OnRebuildComplete(Entity* self, Entity* target) {
if (self->GetLOT() != 6209) return;
auto entities = Game::entityManager->GetEntitiesInGroup("Jet_FX");
if (entities.empty()) return;
RenderComponent::PlayAnimation(entities.at(0), u"jetFX");
// So we can give kill credit to person who build this
builder = target->GetObjectID();
auto groups = self->GetGroups();
if (!groups.empty() && groups.at(0) == "Base_Radar") {
self->AddTimer("PlayEffect", 2.5f);
self->AddTimer("CineDone", 7.5f + 5.0f); // 7.5f is time the cinematic takes to play
}
}
void AgJetEffectServer::OnTimerDone(Entity* self, std::string timerName) {
if (timerName == "radarDish") {
GameMessages::SendStopFXEffect(self, true, "radarDish");
} else if (timerName == "PlayEffect") {
auto entities = Game::entityManager->GetEntitiesInGroup("mortarMain");
if (entities.empty()) return;
const auto selected = GeneralUtils::GenerateRandomNumber<int>(0, entities.size() - 1);
auto* mortar = entities.at(selected);
// so we give proper credit to the builder for the kills from this skill
mortar->SetOwnerOverride(builder);
auto* skillComponent = mortar->GetComponent<SkillComponent>();
if (skillComponent) skillComponent->CastSkill(318);
} else if (timerName == "CineDone") {
GameMessages::SendNotifyClientObject(
self->GetObjectID(), u"toggleInUse", -1, 0, LWOOBJID_EMPTY, "", UNASSIGNED_SYSTEM_ADDRESS
);
inUse = false;
}
}