chore: rename rebuild to quickbuild (#1364)

* rename rebuild to quickbuild

* fix includes
This commit is contained in:
Aaron Kimbrell
2023-12-28 22:24:30 -06:00
committed by GitHub
parent fddf99946f
commit 15954413ae
95 changed files with 422 additions and 422 deletions

View File

@@ -5,7 +5,7 @@ void AmBridge::OnStartup(Entity* self) {
}
void AmBridge::OnRebuildComplete(Entity* self, Entity* target) {
void AmBridge::OnQuickBuildComplete(Entity* self, Entity* target) {
const auto consoles = Game::entityManager->GetEntitiesInGroup("Console" + GeneralUtils::UTF16ToWTF8(self->GetVar<std::u16string>(u"bridge")));
if (consoles.empty()) {

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@@ -5,6 +5,6 @@ class AmBridge : public CppScripts::Script
{
public:
void OnStartup(Entity* self) override;
void OnRebuildComplete(Entity* self, Entity* target) override;
void OnQuickBuildComplete(Entity* self, Entity* target) override;
void OnTimerDone(Entity* self, std::string timerName) override;
};

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@@ -1,6 +1,6 @@
#include "AmDropshipComputer.h"
#include "MissionComponent.h"
#include "RebuildComponent.h"
#include "QuickBuildComponent.h"
#include "InventoryComponent.h"
#include "dZoneManager.h"
#include "eMissionState.h"
@@ -10,9 +10,9 @@ void AmDropshipComputer::OnStartup(Entity* self) {
}
void AmDropshipComputer::OnUse(Entity* self, Entity* user) {
auto* rebuildComponent = self->GetComponent<RebuildComponent>();
auto* quickBuildComponent = self->GetComponent<QuickBuildComponent>();
if (rebuildComponent == nullptr || rebuildComponent->GetState() != eRebuildState::COMPLETED) {
if (quickBuildComponent == nullptr || quickBuildComponent->GetState() != eQuickBuildState::COMPLETED) {
return;
}
@@ -70,13 +70,13 @@ void AmDropshipComputer::OnDie(Entity* self, Entity* killer) {
}
void AmDropshipComputer::OnTimerDone(Entity* self, std::string timerName) {
auto* rebuildComponent = self->GetComponent<RebuildComponent>();
auto* quickBuildComponent = self->GetComponent<QuickBuildComponent>();
if (rebuildComponent == nullptr) {
if (quickBuildComponent == nullptr) {
return;
}
if (timerName == "reset" && rebuildComponent->GetState() == eRebuildState::OPEN) {
if (timerName == "reset" && quickBuildComponent->GetState() == eQuickBuildState::OPEN) {
self->Smash(self->GetObjectID(), eKillType::SILENT);
}
}

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@@ -6,7 +6,7 @@
#include "BaseCombatAIComponent.h"
#include "SkillComponent.h"
#include "EntityInfo.h"
#include "RebuildComponent.h"
#include "QuickBuildComponent.h"
#include "MissionComponent.h"
void AmShieldGeneratorQuickbuild::OnStartup(Entity* self) {
@@ -100,7 +100,7 @@ void AmShieldGeneratorQuickbuild::OnTimerDone(Entity* self, std::string timerNam
}
}
void AmShieldGeneratorQuickbuild::OnRebuildComplete(Entity* self, Entity* target) {
void AmShieldGeneratorQuickbuild::OnQuickBuildComplete(Entity* self, Entity* target) {
StartShield(self);
auto enemiesInProximity = self->GetVar<std::vector<LWOOBJID>>(u"Enemies");
@@ -174,9 +174,9 @@ void AmShieldGeneratorQuickbuild::BuffPlayers(Entity* self) {
}
void AmShieldGeneratorQuickbuild::EnemyEnteredShield(Entity* self, Entity* intruder) {
auto* rebuildComponent = self->GetComponent<RebuildComponent>();
auto* quickBuildComponent = self->GetComponent<QuickBuildComponent>();
if (rebuildComponent == nullptr || rebuildComponent->GetState() != eRebuildState::COMPLETED) {
if (quickBuildComponent == nullptr || quickBuildComponent->GetState() != eQuickBuildState::COMPLETED) {
return;
}

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@@ -8,7 +8,7 @@ public:
void OnProximityUpdate(Entity* self, Entity* entering, std::string name, std::string status) override;
void OnDie(Entity* self, Entity* killer) override;
void OnTimerDone(Entity* self, std::string timerName) override;
void OnRebuildComplete(Entity* self, Entity* target) override;
void OnQuickBuildComplete(Entity* self, Entity* target) override;
void StartShield(Entity* self);
void BuffPlayers(Entity* self);