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https://github.com/DarkflameUniverse/DarkflameServer.git
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a91309c5f8
Gonna be doing this in alphabetical order now.
98 lines
2.4 KiB
C++
98 lines
2.4 KiB
C++
#include "AmDropshipComputer.h"
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#include "MissionComponent.h"
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#include "RebuildComponent.h"
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#include "InventoryComponent.h"
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#include "dZoneManager.h"
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void AmDropshipComputer::OnStartup(Entity* self)
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{
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self->AddTimer("reset", 45.0f);
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}
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void AmDropshipComputer::OnUse(Entity* self, Entity* user)
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{
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auto* rebuildComponent = self->GetComponent<RebuildComponent>();
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if (rebuildComponent == nullptr || rebuildComponent->GetState() != REBUILD_COMPLETED)
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{
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return;
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}
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auto* missionComponent = user->GetComponent<MissionComponent>();
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auto* inventoryComponent = user->GetComponent<InventoryComponent>();
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if (missionComponent == nullptr || inventoryComponent == nullptr)
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{
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return;
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}
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if (inventoryComponent->GetLotCount(12323) != 0)
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{
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return;
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}
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inventoryComponent->AddItem(12323, 1, eLootSourceType::LOOT_SOURCE_NONE);
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}
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void AmDropshipComputer::OnDie(Entity* self, Entity* killer)
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{
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const auto myGroup = GeneralUtils::UTF16ToWTF8(self->GetVar<std::u16string>(u"spawner_name"));
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int32_t pipeNum = 0;
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if (!GeneralUtils::TryParse<int32_t>(myGroup.substr(10, 1), pipeNum))
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{
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return;
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}
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const auto pipeGroup = myGroup.substr(0, 10);
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const auto nextPipeNum = pipeNum + 1;
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const auto samePipeSpawners = dZoneManager::Instance()->GetSpawnersByName(myGroup);
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if (!samePipeSpawners.empty())
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{
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samePipeSpawners[0]->SoftReset();
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samePipeSpawners[0]->Deactivate();
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}
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if (killer != nullptr && killer->IsPlayer())
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{
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const auto nextPipe = pipeGroup + std::to_string(nextPipeNum);
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const auto nextPipeSpawners = dZoneManager::Instance()->GetSpawnersByName(nextPipe);
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if (!nextPipeSpawners.empty())
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{
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nextPipeSpawners[0]->Activate();
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}
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}
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else
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{
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const auto nextPipe = pipeGroup + "1";
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const auto firstPipeSpawners = dZoneManager::Instance()->GetSpawnersByName(nextPipe);
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if (!firstPipeSpawners.empty())
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{
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firstPipeSpawners[0]->Activate();
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}
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}
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}
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void AmDropshipComputer::OnTimerDone(Entity* self, std::string timerName)
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{
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auto* rebuildComponent = self->GetComponent<RebuildComponent>();
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if (rebuildComponent == nullptr)
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{
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return;
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}
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if (timerName == "reset" && rebuildComponent->GetState() == REBUILD_OPEN)
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{
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self->Smash(self->GetObjectID(), SILENT);
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}
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}
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