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https://github.com/DarkflameUniverse/DarkflameServer.git
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8cdb388915
* Implement Precompiled Headers * First volume of optimizations * Scripts A-B Gonna be doing this in alphabetical order now. * C Scripts and remove unneeded includes from base cppscripts header Remove the MissionComponent and Loot includes from all base scripts and place their needed includes in the respective scripts. * D scripts * F scripts * F scripts 2 Finish up removing extraneous includes from scripts that start with the letter F * G scripts Removing extraneous includes from scripts that start with the letter G * I scripts Removing extraneous includes from scripts that start with the letter I * M-Z scripts Removing extraneous includes from scripts that start with the letter M-Z * Revert "Implement Precompiled Headers" This reverts commitd79d8d4991
. * Revert "Revert "Implement Precompiled Headers"" This reverts commit0597faf308
. * Add back in PCH Add back in PCH * Fix CMake Whitespace Remove duplicate file glob Remove newline
128 lines
3.7 KiB
C++
128 lines
3.7 KiB
C++
#include "NtParadoxTeleServer.h"
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#include "GameMessages.h"
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#include "EntityManager.h"
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#include "MissionComponent.h"
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void NtParadoxTeleServer::OnStartup(Entity* self)
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{
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self->SetProximityRadius(5, "teleport");
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}
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void NtParadoxTeleServer::OnPlayerLoaded(Entity* self, Entity* player)
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{
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}
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void NtParadoxTeleServer::OnProximityUpdate(Entity* self, Entity* entering, std::string name, std::string status)
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{
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if (status != "ENTER" || !entering->IsPlayer() || name != "teleport") return;
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auto* player = entering;
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const auto playerID = player->GetObjectID();
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const auto iter = m_TeleportingPlayerTable.find(playerID);
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if (iter == m_TeleportingPlayerTable.end()) m_TeleportingPlayerTable[playerID] = false;
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const auto bPlayerBeingTeleported = m_TeleportingPlayerTable[playerID];
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if (player->IsPlayer() && !bPlayerBeingTeleported)
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{
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GameMessages::SendSetStunned(playerID, PUSH, player->GetSystemAddress(), LWOOBJID_EMPTY,
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true, true, true, true, true, true, true
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);
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GameMessages::SendPlayAnimation(player, u"teledeath", 4.0f);
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const auto animTime = 2;
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self->AddCallbackTimer(animTime, [this, self, playerID]() {
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auto* player = EntityManager::Instance()->GetEntity(playerID);
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if (player == nullptr)
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{
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return;
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}
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TeleportPlayer(self, player);
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});
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}
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auto* missionComponent = player->GetComponent<MissionComponent>();
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if (missionComponent != nullptr)
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{
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missionComponent->Progress(MissionTaskType::MISSION_TASK_TYPE_SCRIPT, self->GetLOT());
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}
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}
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void NtParadoxTeleServer::TeleportPlayer(Entity* self, Entity* player)
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{
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auto destinationGroup = self->GetVar<std::u16string>(u"teleGroup");
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auto* destination = self;
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if (!destinationGroup.empty())
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{
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const auto& groupObjs = EntityManager::Instance()->GetEntitiesInGroup(GeneralUtils::UTF16ToWTF8(destinationGroup));
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if (!groupObjs.empty())
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{
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destination = groupObjs[0];
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}
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}
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const auto destPosition = destination->GetPosition();
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const auto destRotation = destination->GetRotation();
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auto teleCinematic = self->GetVar<std::u16string>(u"Cinematic");
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if (!teleCinematic.empty())
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{
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const auto teleCinematicUname = teleCinematic;
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GameMessages::SendPlayCinematic(player->GetObjectID(), teleCinematicUname, player->GetSystemAddress());
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}
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GameMessages::SendTeleport(player->GetObjectID(), destPosition, destRotation, player->GetSystemAddress(), true);
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GameMessages::SendPlayAnimation(player, u"paradox-teleport-in", 4.0f);
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const auto animTime = 2;
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const auto playerID = player->GetObjectID();
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self->AddCallbackTimer(animTime, [this, self, playerID]() {
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auto* player = EntityManager::Instance()->GetEntity(playerID);
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if (player == nullptr)
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{
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return;
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}
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UnlockPlayer(self, player);
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});
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const auto useSound = self->GetVar<std::string>(u"sound1");
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if (!useSound.empty())
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{
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GameMessages::SendPlayNDAudioEmitter(player, player->GetSystemAddress(), useSound);
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}
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}
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void NtParadoxTeleServer::UnlockPlayer(Entity* self, Entity* player)
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{
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const auto playerID = player->GetObjectID();
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m_TeleportingPlayerTable[playerID] = false;
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GameMessages::SendSetStunned(playerID, POP, player->GetSystemAddress(), LWOOBJID_EMPTY,
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true, true, true, true, true, true, true
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);
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auto teleCinematic = self->GetVar<std::u16string>(u"Cinematic");
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if (!teleCinematic.empty())
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{
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const auto teleCinematicUname = teleCinematic;
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GameMessages::SendEndCinematic(player->GetObjectID(), teleCinematicUname, player->GetSystemAddress());
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}
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}
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