mirror of
https://github.com/DarkflameUniverse/DarkflameServer
synced 2024-08-30 18:43:58 +00:00
c6087ce77a
* Move away from constructor queries Fix up other large tables to have proper backup lookups Revert "idk im just dumb ig" This reverts commit 5d5be5df53b8959b42b291613d7db749a65a3585. idk im just dumb ig * Fix slow components registry lookup * add define for cdclient cache all * Huge loot namespace rework - Remove all excess memory usage - do not cache components registry - cache loot matrices on startup of the destroyable component - convert loot singleton class to a namespace - rework loot cdclient tables to operate closer to how someone would actually use them (basically doing the previous LootGenerator::LootGenerator caching but in those tables) - Memory usage reduced by 10%+ across the board * cache rebuild matrix * Database: move reading to own function Also change name of cache to PascalCase * Database: Move common function rading
48 lines
1.4 KiB
C++
48 lines
1.4 KiB
C++
#include "WishingWellServer.h"
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#include "ScriptedActivityComponent.h"
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#include "GameMessages.h"
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#include "Loot.h"
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#include "EntityManager.h"
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#include "eTerminateType.h"
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void WishingWellServer::OnStartup(Entity* self) {
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}
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void WishingWellServer::OnUse(Entity* self, Entity* user) {
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auto* scriptedActivity = self->GetComponent<ScriptedActivityComponent>();
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if (!scriptedActivity->TakeCost(user)) {
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return;
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}
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const auto audio = self->GetVar<std::string>(u"sound1");
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if (!audio.empty()) {
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GameMessages::SendPlayNDAudioEmitter(self, user->GetSystemAddress(), audio);
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}
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Loot::DropActivityLoot(
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user,
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self,
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static_cast<uint32_t>(scriptedActivity->GetActivityID()),
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GeneralUtils::GenerateRandomNumber<int32_t>(1, 1000)
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);
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GameMessages::SendNotifyClientObject(self->GetObjectID(), u"StartCooldown", 0, 0, LWOOBJID_EMPTY, "", user->GetSystemAddress());
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const auto userID = user->GetObjectID();
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self->AddCallbackTimer(10, [self, userID]() {
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auto* user = Game::entityManager->GetEntity(userID);
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if (user == nullptr) return;
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GameMessages::SendNotifyClientObject(self->GetObjectID(), u"StopCooldown", 0, 0, LWOOBJID_EMPTY, "", user->GetSystemAddress());
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});
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GameMessages::SendTerminateInteraction(user->GetObjectID(), eTerminateType::FROM_INTERACTION, self->GetObjectID());
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}
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void WishingWellServer::OnTimerDone(Entity* self, std::string timerName) {
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}
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