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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
66 lines
1.8 KiB
C++
66 lines
1.8 KiB
C++
#include "FvHorsemenTrigger.h"
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#include "EntityManager.h"
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#include "MissionComponent.h"
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void FvHorsemenTrigger::OnStartup(Entity* self)
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{
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self->SetProximityRadius(40, "horsemenTrigger");
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self->SetVar<std::vector<LWOOBJID>>(u"players", {});
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}
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void FvHorsemenTrigger::OnProximityUpdate(Entity* self, Entity* entering, std::string name, std::string status)
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{
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if (name != "horsemenTrigger" || !entering->IsPlayer())
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{
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return;
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}
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auto players = self->GetVar<std::vector<LWOOBJID>>(u"players");
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const auto& iter = std::find(players.begin(), players.end(), entering->GetObjectID());
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if (status == "ENTER" && iter == players.end())
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{
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players.push_back(entering->GetObjectID());
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}
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else if (status == "LEAVE" && iter != players.end())
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{
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players.erase(iter);
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}
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self->SetVar<std::vector<LWOOBJID>>(u"players", players);
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}
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void
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FvHorsemenTrigger::OnFireEventServerSide(Entity *self, Entity *sender, std::string args, int32_t param1, int32_t param2,
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int32_t param3)
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{
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auto players = self->GetVar<std::vector<LWOOBJID>>(u"players");
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if (args == "HorsemenDeath")
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{
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for (const auto& playerId : self->GetVar<std::vector<LWOOBJID>>(u"players"))
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{
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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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continue;
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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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continue;
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}
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for (const auto missionId : m_Missions)
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{
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missionComponent->ForceProgressTaskType(missionId, 1, 1);
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}
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}
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}
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}
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