mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-12-26 23:43:34 +00:00
e524b86e12
* breakout the component types into a scoped enum tested that things are the same as they were before * fix missed rename * fix brick-by-brick name to be crafting because that's what it is
54 lines
1.3 KiB
C++
54 lines
1.3 KiB
C++
#include "TouchMissionUpdateServer.h"
|
|
|
|
#include "Entity.h"
|
|
#include "GameMessages.h"
|
|
#include "MissionComponent.h"
|
|
#include "eMissionState.h"
|
|
#include "eReplicaComponentType.h"
|
|
|
|
void TouchMissionUpdateServer::OnStartup(Entity* self) {
|
|
self->SetProximityRadius(20, "touchCheck"); // Those does not have a collider for some reason?
|
|
}
|
|
|
|
void TouchMissionUpdateServer::OnCollisionPhantom(Entity* self, Entity* target) {
|
|
int32_t missionId = self->GetVar<int32_t>(u"TouchCompleteID");
|
|
|
|
if (missionId == 0) {
|
|
return;
|
|
}
|
|
|
|
auto* missionComponent = static_cast<MissionComponent*>(target->GetComponent(eReplicaComponentType::MISSION));
|
|
|
|
if (missionComponent == nullptr) {
|
|
return;
|
|
}
|
|
|
|
auto* mission = missionComponent->GetMission(missionId);
|
|
|
|
if (mission == nullptr) {
|
|
return;
|
|
}
|
|
|
|
const auto state = mission->GetMissionState();
|
|
|
|
if (state >= eMissionState::COMPLETE || mission->GetCompletions() > 1) {
|
|
return;
|
|
}
|
|
|
|
for (auto* task : mission->GetTasks()) {
|
|
if (!task->IsComplete()) {
|
|
task->Complete();
|
|
}
|
|
}
|
|
|
|
mission->CheckCompletion();
|
|
}
|
|
|
|
void TouchMissionUpdateServer::OnProximityUpdate(Entity* self, Entity* entering, const std::string name, const std::string status) {
|
|
if (name != "touchCheck" || status != "ENTER") {
|
|
return;
|
|
}
|
|
|
|
OnCollisionPhantom(self, entering);
|
|
}
|