feat: implement a bunch of basic scripts that don't really do anything

None of these do anything noticeable or break anything
This commit is contained in:
David Markowitz
2026-06-16 00:55:56 -07:00
parent c0d055e66e
commit 26f388eaed
6 changed files with 34 additions and 4 deletions

View File

@@ -962,5 +962,12 @@ namespace GameMessages {
LWOOBJID childID{};
};
struct ObjectLoaded : public GameMsg {
ObjectLoaded() : GameMsg(MessageType::Game::OBJECT_LOADED) {}
LWOOBJID objectID{};
LOT lot{};
};
};
#endif // GAMEMESSAGES_H

View File

@@ -1,3 +1,4 @@
set(DSCRIPTS_SOURCES_02_SERVER_DLU
"DLUVanityTeleportingObject.cpp"
"RegisterWithZoneControl.cpp"
PARENT_SCOPE)

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@@ -0,0 +1,8 @@
#include "RegisterWithZoneControl.h"
void RegisterWithZoneControl::OnStartup(Entity* self) {
GameMessages::ObjectLoaded objLoaded;
objLoaded.objectID = self->GetObjectID();
objLoaded.lot = self->GetLOT();
objLoaded.Send(Game::entityManager->GetZoneControlEntity()->GetObjectID());
}

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@@ -0,0 +1,6 @@
#include "CppScripts.h"
class RegisterWithZoneControl : public CppScripts::Script {
public:
void OnStartup(Entity* self) override;
};

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@@ -13,7 +13,6 @@ void ResetMissions(Entity& user) {
}
void OldManNPC::OnUse(Entity* self, Entity* user) {
LOG("");
const auto* const missionComponent = user->GetComponent<MissionComponent>();
if (!missionComponent) return;
@@ -24,7 +23,6 @@ void OldManNPC::OnUse(Entity* self, Entity* user) {
}
const auto missionState = mission->GetMissionState();
LOG("mission state %i", missionState);
if (missionState == eMissionState::AVAILABLE || missionState == eMissionState::COMPLETE_AVAILABLE) {
ResetMissions(*user);
}

View File

@@ -339,6 +339,8 @@
#include "ImaginationBackPack.h"
#include "NsWinterRaceServer.h"
#include "RegisterWithZoneControl.h"
#include <map>
#include <string>
#include <functional>
@@ -663,6 +665,7 @@ namespace {
//WBL
{"scripts\\zone\\LUPs\\WBL_generic_zone.lua", []() {return new WblGenericZone();}},
{"scripts\\zone\\LUPs\\Moonbase Intro\\MOONBASE-INTRO_INTRO_CINEMATIC.lua", []() {return new WblGenericZone();}},
//Alpha
{"scripts\\ai\\FV\\L_TRIGGER_GAS.lua", []() {return new TriggerGas();}},
@@ -708,7 +711,8 @@ namespace {
{"scripts\\ai\\RACING\\OBJECTS\\VEHICLE_DEATH_TRIGGER_WATER_SERVER.lua", []() {return new VehicleDeathTriggerWaterServer();}},
{"scripts\\equipmenttriggers\\L_TRIAL_FACTION_ARMOR_SERVER.lua", []() {return new TrialFactionArmorServer();}},
{"scripts\\equipmenttriggers\\ImaginationBackPack.lua", []() {return new ImaginationBackPack();}},
{"scripts\\ai\\MINIGAME\\SG_GF\\SERVER\\SG_CANNON_INSTANCE_ACTOR.lua", [](){return new RegisterWithZoneControl();}},
{"scripts\\ai\\MINIGAME\\SG_GF\\SERVER\\SG_CANNON_INSTANCE_EFFECT.lua", [](){return new RegisterWithZoneControl();}},
};
std::set<std::string> g_ExcludedScripts = {
@@ -732,6 +736,11 @@ namespace {
"scripts\\zone\\LUPs\\RobotCity Intro\\WBL_RCIntro_InfectedCitizen.lua",
"scripts\\ai\\MINIGAME\\SIEGE\\OBJECTS\\ATTACKER_BOUNCER_SERVER.lua",
"scripts\\ai\\AG\\L_AG_ZONE_PLAYER.lua",
"scripts\\ai\\GENERAL\\L_NPC_GENERIC_MOVEMENT.lua", // Really old alpha script
"scripts\\zone\\LUPs\\DeepFreeze Intro\\WBL_Enemy_Beaver.lua" // Really old alpha script
"scripts\\ai\\GENERAL\\L_NPC_GENERIC_WANDER_SMALL.lua" // Really old alpha script
"scripts\\ai\\NP\\L_NPC_NP_OLD_MAN_SHERLAND.lua" // This NPC doesn't even exist in modern crux, the only place this is used...
"scripts\\02_server\\Map\\General\\L_SIMPLE_MOVER_SWITCH.lua" // This platform does not exist even when moved manually on a client
};
};
@@ -745,7 +754,8 @@ CppScripts::Script* const CppScripts::GetScript(Entity* parent, const std::strin
Script* script = itrTernary != scriptLoader.cend() ? itrTernary->second() : &InvalidToReturn;
if (script == &InvalidToReturn && !scriptName.empty() && !g_ExcludedScripts.contains(scriptName)) {
LOG_DEBUG("LOT %i attempted to load CppScript for '%s', but returned InvalidScript.", parent->GetLOT(), scriptName.c_str());
const auto [x, y, z] = parent->GetPosition();
LOG_DEBUG("LOT %i at %f %f %f attempted to load CppScript for '%s', but returned InvalidScript.", parent->GetLOT(), x, y, z, scriptName.c_str());
}
g_Scripts[scriptName] = script;