Files
DarkflameServer/dScripts/02_server/Map/GF/GfTikiTorch.cpp
Aaron Kimbrell 826dd9ee59 fix(scripts): Gnarled Forest tiki torches lock while in use, cooldown from the animation
The port turned the in-use flag off on a second use instead of refusing it, so a torch could be used again at
once; it now stays in use until the interact animation is done, as L_GF_TORCH does, and the cooldown is that
animation's length (4 seconds when it has none) instead of a flat 4. Check: use a tiki torch twice quickly: the
second use does nothing until the torch is done.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 09:18:04 -05:00

90 lines
2.9 KiB
C++

#include "GfTikiTorch.h"
#include "GameMessages.h"
#include "ObjectMessages.h"
#include "EntityManager.h"
#include "MissionComponent.h"
#include "RenderComponent.h"
#include "eMissionTaskType.h"
#include "eReplicaComponentType.h"
#include "RenderComponent.h"
#include "eTerminateType.h"
#include "Loot.h"
#include "InventoryMessages.h"
void GfTikiTorch::OnStartup(Entity* self) {
LightTorch(self);
}
void GfTikiTorch::OnUse(Entity* self, Entity* killer) {
// In use until the interact animation is done, as in L_GF_TORCH (bIsInUse)
if (self->GetBoolean(u"isInUse")) return;
self->SetBoolean(u"isInUse", true);
const auto cooldownTime = RenderComponent::PlayAnimation(self, u"interact");
self->SetI64(u"userID", killer->GetObjectID());
for (int i = 0; i < m_numspawn; i++) {
GameMessages::DropClientLoot lootMsg{};
lootMsg.target = killer->GetObjectID();
lootMsg.ownerID = killer->GetObjectID();
lootMsg.sourceID = self->GetObjectID();
lootMsg.item = 935;
lootMsg.count = 1;
lootMsg.spawnPos = self->GetPosition();
Loot::DropItem(*killer, lootMsg);
}
// The interact animation's length, as the live script times it (4 seconds when there is none)
self->AddTimer("InteractionCooldown", cooldownTime > 0.0f ? cooldownTime : 4.0f);
}
void GfTikiTorch::OnTimerDone(Entity* self, std::string timerName) {
if (timerName == "Relight") {
LightTorch(self);
} else if (timerName == "InteractionCooldown") {
Entity* player = Game::entityManager->GetEntity(self->GetI64(u"userID"));
if (player != nullptr && player->GetCharacter()) {
GameMessages::TerminateInteraction(player->GetObjectID(), eTerminateType::FROM_INTERACTION, self->GetObjectID()).Send(UNASSIGNED_SYSTEM_ADDRESS);
}
self->SetBoolean(u"isInUse", false);
self->SetI64(u"userID", 0);
}
}
void GfTikiTorch::LightTorch(Entity* self) {
auto* renderComponent = static_cast<RenderComponent*>(self->GetComponent(eReplicaComponentType::RENDER));
if (renderComponent == nullptr)
return;
self->SetBoolean(u"isInUse", false);
renderComponent->PlayEffect(611, u"fire", "tikitorch");
self->SetBoolean(u"isBurning", true);
}
void GfTikiTorch::OnSkillEventFired(Entity* self, Entity* caster, const std::string& message) {
if (self->GetBoolean(u"isBurning") && message == "waterspray") {
RenderComponent::PlayAnimation(self, u"water");
auto* renderComponent = self->GetComponent<RenderComponent>();
if (renderComponent != nullptr) {
renderComponent->StopEffect("tikitorch");
renderComponent->PlayEffect(611, u"water", "water");
renderComponent->PlayEffect(611, u"steam", "steam");
}
auto* casterMissionComponent = caster->GetComponent<MissionComponent>();
if (casterMissionComponent != nullptr) {
for (const auto missionID : m_missions) {
casterMissionComponent->ForceProgressTaskType(missionID, static_cast<uint32_t>(eMissionTaskType::SCRIPT), 1);
}
}
self->AddTimer("Relight", 7.0f);
self->SetBoolean(u"isBurning", false);
}
}