mirror of
https://github.com/DarkflameUniverse/DarkflameServer
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62 lines
1.2 KiB
C++
62 lines
1.2 KiB
C++
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#include "TouchMissionUpdateServer.h"
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#include "Entity.h"
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#include "GameMessages.h"
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#include "MissionComponent.h"
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void TouchMissionUpdateServer::OnStartup(Entity* self)
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{
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self->SetProximityRadius(20, "touchCheck"); // Those does not have a collider for some reason?
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}
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void TouchMissionUpdateServer::OnCollisionPhantom(Entity* self, Entity* target)
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{
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int32_t missionId = self->GetVar<int32_t>(u"TouchCompleteID");
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if (missionId == 0)
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{
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return;
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}
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auto* missionComponent = static_cast<MissionComponent*>(target->GetComponent(COMPONENT_TYPE_MISSION));
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if (missionComponent == nullptr)
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{
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return;
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}
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auto* mission = missionComponent->GetMission(missionId);
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if (mission == nullptr)
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{
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return;
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}
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const auto state = mission->GetMissionState();
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if (state >= MissionState::MISSION_STATE_COMPLETE || mission->GetCompletions() > 1)
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{
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return;
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}
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for (auto* task : mission->GetTasks())
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{
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if (!task->IsComplete())
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{
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task->Complete();
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}
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}
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mission->CheckCompletion();
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}
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void TouchMissionUpdateServer::OnProximityUpdate(Entity* self, Entity* entering, const std::string name, const std::string status)
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{
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if (name != "touchCheck" || status != "ENTER")
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{
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return;
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}
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OnCollisionPhantom(self, entering);
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}
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