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

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@@ -1,10 +1,10 @@
#include "ActNinjaTurret.h"
#include "eRebuildState.h"
#include "eQuickBuildState.h"
void ActNinjaTurret::OnRebuildNotifyState(Entity* self, eRebuildState state) {
if (state == eRebuildState::COMPLETED) {
void ActNinjaTurret::OnQuickBuildNotifyState(Entity* self, eQuickBuildState state) {
if (state == eQuickBuildState::COMPLETED) {
self->SetVar(u"AmBuilt", true);
} else if (state == eRebuildState::RESETTING) {
} else if (state == eQuickBuildState::RESETTING) {
self->SetVar(u"AmBuilt", false);
}
}

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@@ -4,7 +4,7 @@
class ActNinjaTurret : public CppScripts::Script
{
public:
void OnRebuildNotifyState(Entity* self, eRebuildState state) override;
void OnQuickBuildNotifyState(Entity* self, eQuickBuildState state) override;
void OnFireEventServerSide(Entity* self, Entity* sender, std::string args, int32_t param1, int32_t param2,
int32_t param3) override;
};

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@@ -1,11 +1,11 @@
#include "ActParadoxPipeFix.h"
#include "EntityManager.h"
#include "RebuildComponent.h"
#include "QuickBuildComponent.h"
#include "GameMessages.h"
#include "MissionComponent.h"
#include "eEndBehavior.h"
void ActParadoxPipeFix::OnRebuildComplete(Entity* self, Entity* target) {
void ActParadoxPipeFix::OnQuickBuildComplete(Entity* self, Entity* target) {
const auto myGroup = "AllPipes";
const auto groupObjs = Game::entityManager->GetEntitiesInGroup(myGroup);
@@ -19,9 +19,9 @@ void ActParadoxPipeFix::OnRebuildComplete(Entity* self, Entity* target) {
continue;
}
auto* rebuildComponent = object->GetComponent<RebuildComponent>();
auto* quickBuildComponent = object->GetComponent<QuickBuildComponent>();
if (rebuildComponent->GetState() == eRebuildState::COMPLETED) {
if (quickBuildComponent->GetState() == eQuickBuildState::COMPLETED) {
indexCount++;
}
}
@@ -51,8 +51,8 @@ void ActParadoxPipeFix::OnRebuildComplete(Entity* self, Entity* target) {
}
}
void ActParadoxPipeFix::OnRebuildNotifyState(Entity* self, eRebuildState state) {
if (state == eRebuildState::RESETTING) {
void ActParadoxPipeFix::OnQuickBuildNotifyState(Entity* self, eQuickBuildState state) {
if (state == eQuickBuildState::RESETTING) {
const auto refinery = Game::entityManager->GetEntitiesInGroup("Paradox");
if (!refinery.empty()) {

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@@ -4,7 +4,7 @@
class ActParadoxPipeFix : public CppScripts::Script
{
public:
void OnRebuildComplete(Entity* self, Entity* target) override;
void OnRebuildNotifyState(Entity* self, eRebuildState state) override;
void OnQuickBuildComplete(Entity* self, Entity* target) override;
void OnQuickBuildNotifyState(Entity* self, eQuickBuildState state) override;
};

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@@ -2,7 +2,7 @@
#include "GeneralUtils.h"
#include "dZoneManager.h"
#include "Spawner.h"
#include "RebuildComponent.h"
#include "QuickBuildComponent.h"
void FvBrickPuzzleServer::OnStartup(Entity* self) {
const auto myGroup = GeneralUtils::UTF16ToWTF8(self->GetVar<std::u16string>(u"spawner_name"));
@@ -59,9 +59,9 @@ void FvBrickPuzzleServer::OnDie(Entity* self, Entity* killer) {
void FvBrickPuzzleServer::OnTimerDone(Entity* self, std::string timerName) {
if (timerName == "reset") {
auto* rebuildComponent = self->GetComponent<RebuildComponent>();
auto* quickBuildComponent = self->GetComponent<QuickBuildComponent>();
if (rebuildComponent != nullptr && rebuildComponent->GetState() == eRebuildState::OPEN) {
if (quickBuildComponent != nullptr && quickBuildComponent->GetState() == eQuickBuildState::OPEN) {
self->Smash(self->GetObjectID(), eKillType::SILENT);
}
}

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@@ -2,15 +2,15 @@
#include "EntityManager.h"
#include "GameMessages.h"
#include "eTerminateType.h"
#include "eRebuildState.h"
#include "eQuickBuildState.h"
void FvConsoleLeftQuickbuild::OnStartup(Entity* self) {
self->SetVar(u"IAmBuilt", false);
self->SetVar(u"AmActive", false);
}
void FvConsoleLeftQuickbuild::OnRebuildNotifyState(Entity* self, eRebuildState state) {
if (state == eRebuildState::COMPLETED) {
void FvConsoleLeftQuickbuild::OnQuickBuildNotifyState(Entity* self, eQuickBuildState state) {
if (state == eQuickBuildState::COMPLETED) {
self->SetVar(u"IAmBuilt", true);
const auto objects = Game::entityManager->GetEntitiesInGroup("Facility");
@@ -18,7 +18,7 @@ void FvConsoleLeftQuickbuild::OnRebuildNotifyState(Entity* self, eRebuildState s
if (!objects.empty()) {
objects[0]->NotifyObject(self, "ConsoleLeftUp");
}
} else if (state == eRebuildState::RESETTING) {
} else if (state == eQuickBuildState::RESETTING) {
self->SetVar(u"IAmBuilt", false);
self->SetVar(u"AmActive", false);

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@@ -5,6 +5,6 @@ class FvConsoleLeftQuickbuild : public CppScripts::Script
{
public:
void OnStartup(Entity* self) override;
void OnRebuildNotifyState(Entity* self, eRebuildState state) override;
void OnQuickBuildNotifyState(Entity* self, eQuickBuildState state) override;
void OnUse(Entity* self, Entity* user) override;
};

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@@ -2,15 +2,15 @@
#include "EntityManager.h"
#include "GameMessages.h"
#include "eTerminateType.h"
#include "eRebuildState.h"
#include "eQuickBuildState.h"
void FvConsoleRightQuickbuild::OnStartup(Entity* self) {
self->SetVar(u"IAmBuilt", false);
self->SetVar(u"AmActive", false);
}
void FvConsoleRightQuickbuild::OnRebuildNotifyState(Entity* self, eRebuildState state) {
if (state == eRebuildState::COMPLETED) {
void FvConsoleRightQuickbuild::OnQuickBuildNotifyState(Entity* self, eQuickBuildState state) {
if (state == eQuickBuildState::COMPLETED) {
self->SetVar(u"IAmBuilt", true);
const auto objects = Game::entityManager->GetEntitiesInGroup("Facility");
@@ -18,7 +18,7 @@ void FvConsoleRightQuickbuild::OnRebuildNotifyState(Entity* self, eRebuildState
if (!objects.empty()) {
objects[0]->NotifyObject(self, "ConsoleRightUp");
}
} else if (state == eRebuildState::RESETTING) {
} else if (state == eQuickBuildState::RESETTING) {
self->SetVar(u"IAmBuilt", false);
self->SetVar(u"AmActive", false);

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@@ -5,6 +5,6 @@ class FvConsoleRightQuickbuild : public CppScripts::Script
{
public:
void OnStartup(Entity* self) override;
void OnRebuildNotifyState(Entity* self, eRebuildState state) override;
void OnQuickBuildNotifyState(Entity* self, eQuickBuildState state) override;
void OnUse(Entity* self, Entity* user) override;
};

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@@ -3,7 +3,7 @@
#include "EntityManager.h"
#include "RenderComponent.h"
#include "Entity.h"
#include "eRebuildState.h"
#include "eQuickBuildState.h"
void FvDragonSmashingGolemQb::OnStartup(Entity* self) {
self->AddTimer("GolemBreakTimer", 10.5f);
@@ -15,8 +15,8 @@ void FvDragonSmashingGolemQb::OnTimerDone(Entity* self, std::string timerName) {
}
}
void FvDragonSmashingGolemQb::OnRebuildNotifyState(Entity* self, eRebuildState state) {
if (state == eRebuildState::COMPLETED) {
void FvDragonSmashingGolemQb::OnQuickBuildNotifyState(Entity* self, eQuickBuildState state) {
if (state == eQuickBuildState::COMPLETED) {
RenderComponent::PlayAnimation(self, u"dragonsmash");
const auto dragonId = self->GetVar<LWOOBJID>(u"Dragon");

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@@ -6,5 +6,5 @@ class FvDragonSmashingGolemQb : public CppScripts::Script
public:
void OnStartup(Entity* self) override;
void OnTimerDone(Entity* self, std::string timerName) override;
void OnRebuildNotifyState(Entity* self, eRebuildState state) override;
void OnQuickBuildNotifyState(Entity* self, eQuickBuildState state) override;
};