Award player an achievement when creating a beacon (#3930)
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@ -187,16 +187,42 @@ void cBeaconEntity::UpdateBeacon(void)
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m_IsActive = (m_BeaconLevel > 0);
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}
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if (m_BeaconLevel != OldBeaconLevel)
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if ((m_BeaconLevel != OldBeaconLevel) && (m_BeaconLevel == 4))
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{
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// Send window update:
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if (GetWindow() != nullptr)
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{
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GetWindow()->SetProperty(0, m_BeaconLevel);
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}
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}
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// TODO: Add achievement
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class cPlayerCallback :
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public cPlayerListCallback
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{
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public:
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cPlayerCallback(Vector3d a_Position):
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m_Position(a_Position)
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{
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}
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virtual bool Item(cPlayer * a_Player)
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{
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Vector3d Distance = m_Position - a_Player->GetPosition();
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if (
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(std::abs(Distance.y) <= 14) &&
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(std::abs(Distance.x) <= 20) &&
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(std::abs(Distance.z) <= 20)
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)
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{
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a_Player->AwardAchievement(eStatistic::achFullBeacon);
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}
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return false;
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}
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private:
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Vector3d m_Position;
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} PlayerCallback(Vector3d(m_PosX, m_PosY, m_PosZ));
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GetWorld()->ForEachPlayer(PlayerCallback);
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}
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}
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@ -226,21 +252,20 @@ void cBeaconEntity::GiveEffects(void)
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class cPlayerCallback : public cPlayerListCallback
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{
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int m_Radius;
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int m_PosX, m_PosY, m_PosZ;
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Vector3d m_Position;
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cEntityEffect::eType m_PrimaryEffect, m_SecondaryEffect;
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short m_EffectLevel;
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virtual bool Item(cPlayer * a_Player)
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{
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Vector3d PlayerPosition = Vector3d(a_Player->GetPosition());
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if (PlayerPosition.y > static_cast<double>(m_PosY))
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if (PlayerPosition.y > m_Position.y)
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{
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PlayerPosition.y = static_cast<double>(m_PosY);
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PlayerPosition.y = m_Position.y;
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}
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// TODO: Vanilla minecraft uses an AABB check instead of a radius one
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Vector3d BeaconPosition = Vector3d(m_PosX, m_PosY, m_PosZ);
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if ((PlayerPosition - BeaconPosition).Length() <= m_Radius)
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if ((PlayerPosition - m_Position).Length() <= m_Radius)
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{
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a_Player->AddEntityEffect(m_PrimaryEffect, 180, m_EffectLevel);
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@ -253,18 +278,16 @@ void cBeaconEntity::GiveEffects(void)
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}
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public:
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cPlayerCallback(int a_Radius, int a_PosX, int a_PosY, int a_PosZ, cEntityEffect::eType a_PrimaryEffect, cEntityEffect::eType a_SecondaryEffect, short a_EffectLevel):
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cPlayerCallback(int a_Radius, Vector3d a_Position, cEntityEffect::eType a_PrimaryEffect, cEntityEffect::eType a_SecondaryEffect, short a_EffectLevel):
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m_Radius(a_Radius),
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m_PosX(a_PosX),
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m_PosY(a_PosY),
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m_PosZ(a_PosZ),
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m_Position(a_Position),
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m_PrimaryEffect(a_PrimaryEffect),
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m_SecondaryEffect(a_SecondaryEffect),
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m_EffectLevel(a_EffectLevel)
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{
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}
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} PlayerCallback(Radius, m_PosX, m_PosY, m_PosZ, m_PrimaryEffect, SecondaryEffect, EffectLevel);
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} PlayerCallback(Radius, Vector3d(m_PosX, m_PosY, m_PosZ), m_PrimaryEffect, SecondaryEffect, EffectLevel);
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GetWorld()->ForEachPlayer(PlayerCallback);
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}
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