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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
2.6 KiB
C++
66 lines
2.6 KiB
C++
#include "AgSurvivalBuffStation.h"
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#include "DestroyableComponent.h"
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#include "EntityManager.h"
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#include "GameMessages.h"
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#include "SkillComponent.h"
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#include "TeamManager.h"
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void AgSurvivalBuffStation::OnRebuildComplete(Entity* self, Entity* target) {
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auto destroyableComponent = self->GetComponent<DestroyableComponent>();
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// We set the faction to 1 so that the buff station sees players as friendly targets to buff
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if (destroyableComponent != nullptr) destroyableComponent->SetFaction(1);
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auto skillComponent = self->GetComponent<SkillComponent>();
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if (skillComponent != nullptr) skillComponent->CalculateBehavior(skillIdForBuffStation, behaviorIdForBuffStation, self->GetObjectID());
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self->AddCallbackTimer(smashTimer, [self]() {
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self->Smash();
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});
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self->AddTimer("DropArmor", dropArmorTimer);
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self->AddTimer("DropLife", dropLifeTimer);
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self->AddTimer("Dropimagination", dropImaginationTimer);
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// Since all survival players should be on the same team, we get the team.
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auto team = TeamManager::Instance()->GetTeam(target->GetObjectID());
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std::vector<LWOOBJID> builderTeam;
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// Not on a team
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if (team == nullptr) {
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builderTeam.push_back(target->GetObjectID());
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self->SetVar<std::vector<LWOOBJID>>(u"BuilderTeam", builderTeam);
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return;
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}
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for (auto memberID : team->members) {
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builderTeam.push_back(memberID);
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}
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self->SetVar<std::vector<LWOOBJID>>(u"BuilderTeam", builderTeam);
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}
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void AgSurvivalBuffStation::OnTimerDone(Entity* self, std::string timerName) {
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uint32_t powerupToDrop = lifePowerup;
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if (timerName == "DropArmor") {
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powerupToDrop = armorPowerup;
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self->AddTimer("DropArmor", dropArmorTimer);
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}
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if (timerName == "DropLife") {
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powerupToDrop = lifePowerup;
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self->AddTimer("DropLife", dropLifeTimer);
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}
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if (timerName == "Dropimagination") {
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powerupToDrop = imaginationPowerup;
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self->AddTimer("Dropimagination", dropImaginationTimer);
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}
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auto team = self->GetVar<std::vector<LWOOBJID>>(u"BuilderTeam");
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for (auto memberID : team) {
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auto member = EntityManager::Instance()->GetEntity(memberID);
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if (member != nullptr && !member->GetIsDead()) {
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GameMessages::SendDropClientLoot(member, self->GetObjectID(), powerupToDrop, 0, self->GetPosition());
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} else {
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// If player left the team or left early erase them from the team variable.
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team.erase(std::find(team.begin(), team.end(), memberID));
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self->SetVar<std::vector<LWOOBJID>>(u"BuilderTeam", team);
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}
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}
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}
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