mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-08-05 02:04:04 +00:00
chore: General cleanup roundup (#1444)
* Moved unrelated changes out of the TryParse PR branch * const correctness and cstdint type usage * removing a few "== nullptr" * amf constexpr, const-correctness, and attrib tagging * update to account for feedback * Fixing accidentally included header and hopefully fixing the MacOS issue too * try reordering the amf3 specializations to fix the MacOS issue again * Amf3 template class member func instantiation fix * try including only on macos * Using if constexpr rather than specialization * Trying a different solution for the instantiation problem * Remove #include "dPlatforms.h"
This commit is contained in:
@@ -24,7 +24,7 @@ class QuickBuildComponent final : public Component {
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public:
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::QUICK_BUILD;
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QuickBuildComponent(Entity* entity);
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QuickBuildComponent(Entity* const entity);
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~QuickBuildComponent() override;
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void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) override;
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@@ -50,124 +50,124 @@ public:
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* Returns the entity that acts as the activator for this quickbuild
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* @return the entity that acts as the activator for this quickbuild
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*/
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Entity* GetActivator();
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[[nodiscard]] Entity* GetActivator() const;
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/**
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* Returns the spawn position of the activator for this quickbuild, if any
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* @return the spawn position of the activator for this quickbuild, if any
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*/
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NiPoint3 GetActivatorPosition();
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[[nodiscard]] NiPoint3 GetActivatorPosition() const noexcept;
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/**
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* Sets the spawn position for the activator of this quickbuild
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* @param value the spawn position to set for the activator
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*/
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void SetActivatorPosition(NiPoint3 value);
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void SetActivatorPosition(const NiPoint3& value) noexcept;
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/**
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* Returns the time it takes for the quickbuild to reset after being built
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* @return the time it takes for the quickbuild to reset after being built
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*/
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float GetResetTime();
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[[nodiscard]] float GetResetTime() const noexcept;
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/**
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* Sets the time it takes for the quickbuild to reset after being built
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* @param value the reset time to set
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*/
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void SetResetTime(float value);
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void SetResetTime(const float value) noexcept;
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/**
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* Returns the time it takes to complete the quickbuild
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* @return the time it takes to complete the quickbuild
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*/
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float GetCompleteTime();
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[[nodiscard]] float GetCompleteTime() const noexcept;
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/**
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* Sets the time it takes to complete the quickbuild
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* @param value the completion time to set
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*/
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void SetCompleteTime(float value);
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void SetCompleteTime(const float value) noexcept;
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/**
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* Returns the imagination that's taken when completing the quickbuild
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* @return the imagination that's taken when completing the quickbuild
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*/
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int GetTakeImagination();
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[[nodiscard]] int32_t GetTakeImagination() const noexcept;
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/**
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* Sets the imagination that's taken when completing the quickbuild
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* @param value the imagination deduction to set
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*/
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void SetTakeImagination(int value);
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void SetTakeImagination(const int32_t value) noexcept;
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/**
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* Returns if the quickbuild can be interrupted, currently unused
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* @return if the quickbuild can be interrupted
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*/
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bool GetInterruptible();
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[[nodiscard]] bool GetInterruptible() const noexcept;
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/**
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* Sets whether or not the quickbuild can be interrupted, currently unused
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* @param value true if the quickbuild may be interrupted, false otherwise
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*/
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void SetInterruptible(bool value);
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void SetInterruptible(const bool value) noexcept;
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/**
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* Returns whether or not this entity contains a built-in activator
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* @return whether or not this entity contains a built-in activator
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*/
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bool GetSelfActivator();
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[[nodiscard]] bool GetSelfActivator() const noexcept;
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/**
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* Sets whether or not this entity contains a built-in activator. If set to false this will spawn activators on
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* each new quickbuild.
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* @param value whether or not this entity contains a built-in activator
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*/
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void SetSelfActivator(bool value);
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void SetSelfActivator(const bool value) noexcept;
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/**
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* Currently unused
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*/
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std::vector<int> GetCustomModules();
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[[nodiscard]] std::vector<int32_t> GetCustomModules() const noexcept;
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/**
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* Currently unused
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*/
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void SetCustomModules(std::vector<int> value);
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void SetCustomModules(const std::vector<int32_t>& value) noexcept;
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/**
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* Returns the activity ID for participating in this quickbuild
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* @return the activity ID for participating in this quickbuild
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*/
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int GetActivityId();
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[[nodiscard]] int32_t GetActivityId() const noexcept;
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/**
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* Sets the activity ID for participating in this quickbuild
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* @param value the activity ID to set
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*/
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void SetActivityId(int value);
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void SetActivityId(const int32_t value) noexcept;
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/**
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* Currently unused
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*/
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int GetPostImaginationCost();
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[[nodiscard]] int32_t GetPostImaginationCost() const noexcept;
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/**
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* Currently unused
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*/
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void SetPostImaginationCost(int value);
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void SetPostImaginationCost(const int32_t value) noexcept;
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/**
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* Returns the time it takes for an incomplete quickbuild to be smashed automatically
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* @return the time it takes for an incomplete quickbuild to be smashed automatically
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*/
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float GetTimeBeforeSmash();
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[[nodiscard]] float GetTimeBeforeSmash() const noexcept;
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/**
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* Sets the time it takes for an incomplete quickbuild to be smashed automatically
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* @param value the time to set
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*/
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void SetTimeBeforeSmash(float value);
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void SetTimeBeforeSmash(const float value) noexcept;
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/**
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* Returns the current quickbuild state
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@@ -179,19 +179,19 @@ public:
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* Returns the player that is currently building this quickbuild
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* @return the player that is currently building this quickbuild
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*/
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Entity* GetBuilder() const;
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[[nodiscard]] Entity* GetBuilder() const;
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/**
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* Returns whether or not the player is repositioned when initiating the quickbuild
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* @return whether or not the player is repositioned when initiating the quickbuild
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*/
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bool GetRepositionPlayer() const;
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[[nodiscard]] bool GetRepositionPlayer() const noexcept;
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/**
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* Sets whether or not the player is repositioned when initiating the quickbuild
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* @param value whether or not the player is repositioned when initiating the quickbuild
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*/
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void SetRepositionPlayer(bool value);
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void SetRepositionPlayer(const bool value) noexcept;
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/**
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* Adds a callback that is called when the quickbuild is completed
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@@ -209,7 +209,7 @@ public:
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* Resets the quickbuild
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* @param failed whether or not the player failed to complete the quickbuild, triggers an extra animation
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*/
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void ResetQuickBuild(bool failed);
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void ResetQuickBuild(const bool failed);
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/**
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* Cancels the quickbuild if it wasn't completed
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@@ -217,7 +217,7 @@ public:
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* @param failReason the reason the quickbuild was cancelled
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* @param skipChecks whether or not to skip the check for the quickbuild not being completed
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*/
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void CancelQuickBuild(Entity* builder, eQuickBuildFailReason failReason, bool skipChecks = false);
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void CancelQuickBuild(Entity* const builder, const eQuickBuildFailReason failReason, const bool skipChecks = false);
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private:
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/**
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* Whether or not the quickbuild state has been changed since we last serialized it.
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@@ -287,7 +287,7 @@ private:
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/**
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* The imagination that's deducted when completing the quickbuild
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*/
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int m_TakeImagination = 0;
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int32_t m_TakeImagination = 0;
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/**
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* Currently unused
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@@ -302,17 +302,17 @@ private:
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/**
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* Currently unused
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*/
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std::vector<int> m_CustomModules{};
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std::vector<int32_t> m_CustomModules{};
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/**
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* The activity ID that players partake in when doing this quickbuild
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*/
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int m_ActivityId = 0;
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int32_t m_ActivityId = 0;
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/**
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* Currently unused
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*/
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int m_PostImaginationCost = 0;
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int32_t m_PostImaginationCost = 0;
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/**
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* The time it takes for the quickbuild to reset when it's not completed yet
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@@ -327,7 +327,7 @@ private:
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/**
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* The amount of imagination that was drained when building this quickbuild
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*/
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int m_DrainedImagination = 0;
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int32_t m_DrainedImagination = 0;
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/**
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* Whether to reposition the player or not when building
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@@ -337,7 +337,7 @@ private:
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/**
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* Currently unused
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*/
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float m_SoftTimer = 0;
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int32_t m_SoftTimer = 0;
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/**
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* The ID of the entity that's currently building the quickbuild
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@@ -353,13 +353,13 @@ private:
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* Starts the quickbuild for a certain entity
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* @param user the entity to start the quickbuild
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*/
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void StartQuickBuild(Entity* user);
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void StartQuickBuild(Entity* const user);
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/**
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* Completes the quickbuild for an entity, dropping loot and despawning the activator
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* @param user the entity that completed the quickbuild
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*/
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void CompleteQuickBuild(Entity* user);
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void CompleteQuickBuild(Entity* const user);
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};
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#endif // QUICKBUILDCOMPONENT_H
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