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

@@ -1,22 +1,22 @@
#include "ActMine.h"
#include "SkillComponent.h"
#include "DestroyableComponent.h"
#include "RebuildComponent.h"
#include "QuickBuildComponent.h"
void ActMine::OnStartup(Entity* self) {
self->SetVar(u"RebuildComplete", false);
self->SetVar(u"QuickBuildComplete", false);
self->SetProximityRadius(MINE_RADIUS, "mineRadius");
}
void ActMine::OnRebuildNotifyState(Entity* self, eRebuildState state) {
if (state == eRebuildState::COMPLETED) {
auto* rebuild = self->GetComponent<RebuildComponent>();
void ActMine::OnQuickBuildNotifyState(Entity* self, eQuickBuildState state) {
if (state == eQuickBuildState::COMPLETED) {
auto* rebuild = self->GetComponent<QuickBuildComponent>();
if (rebuild) {
auto* builder = rebuild->GetBuilder();
self->SetVar(u"Builder", builder->GetObjectID());
}
self->SetVar(u"RebuildComplete", true);
self->SetVar(u"QuickBuildComplete", true);
self->SetVar(u"NumWarnings", 0);
self->AddToGroup("reset");
}
@@ -26,7 +26,7 @@ void ActMine::OnRebuildNotifyState(Entity* self, eRebuildState state) {
void ActMine::OnProximityUpdate(Entity* self, Entity* entering, std::string name, std::string status) {
auto* detroyable = self->GetComponent<DestroyableComponent>();
if (!detroyable) return;
if (status == "ENTER" && self->GetVar<bool>(u"RebuildComplete") == true && detroyable->IsEnemy(entering)) {
if (status == "ENTER" && self->GetVar<bool>(u"QuickBuildComplete") == true && detroyable->IsEnemy(entering)) {
GameMessages::SendPlayFXEffect(self->GetObjectID(), 242, u"orange", "sirenlight_B");
self->AddTimer("Tick", TICK_TIME);
}

View File

@@ -4,7 +4,7 @@
class ActMine : public CppScripts::Script {
public:
void OnStartup(Entity* self) override;
void OnRebuildNotifyState(Entity* self, eRebuildState state) override;
void OnQuickBuildNotifyState(Entity* self, eQuickBuildState state) override;
void OnProximityUpdate(Entity* self, Entity* entering, std::string name, std::string status) override;
void OnTimerDone(Entity* self, std::string timerName) override;
private: