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https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-22 21:47:24 +00:00
doesnt compile
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b2fee29ee0
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@ -504,10 +504,7 @@ void Entity::Initialize() {
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}
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AddCallbackTimer(0.0f, [this]() {
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auto scripts = CppScripts::GetEntityScripts(this);
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std::for_each(scripts.begin(), scripts.end(), [this](const auto& script) {
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script->OnStartup(this);
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});
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GetScript()->OnStartup(this);
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});
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// Load data specific to this LOT first. These act as defaults for the components.
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@ -523,7 +520,7 @@ void Entity::Initialize() {
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});
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/**
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* @brief Startup all the components. Some components need or want data from other components so
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* Startup all the components. Some components need or want data from other components so
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* we want to ensure that
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* A) Most if not all components are newed and ready to be accessed.
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* B) All components have their personal data loaded and ready to be used.
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@ -533,7 +530,7 @@ void Entity::Initialize() {
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});
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/**
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* @brief Load the player save data from XML. Ideally we do this after all initialization so the player
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* Load the player save data from XML. Ideally we do this after all initialization so the player
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* save data overrides any defaults that may be applied.
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*/
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if (!IsPlayer()) std::for_each(m_Components.begin(), m_Components.end(), [this](auto& component) {
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@ -647,7 +644,7 @@ void Entity::SetGMLevel(eGameMasterLevel value) {
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GameMessages::SendGMLevelBroadcast(m_ObjectID, value);
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}
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void Entity::WriteBaseReplicaData(RakNet::BitStream* outBitStream, eReplicaPacketType packetType) {
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void Entity::WriteBaseReplicaData(RakNet::BitStream* outBitStream, const eReplicaPacketType packetType) {
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if (packetType == eReplicaPacketType::CONSTRUCTION) {
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outBitStream->Write(m_ObjectID);
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outBitStream->Write(m_TemplateID);
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@ -768,7 +765,7 @@ void Entity::WriteBaseReplicaData(RakNet::BitStream* outBitStream, eReplicaPacke
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}
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}
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void Entity::WriteComponents(RakNet::BitStream* outBitStream, eReplicaPacketType packetType) {
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void Entity::WriteComponents(RakNet::BitStream* outBitStream, const eReplicaPacketType packetType) {
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}
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@ -787,34 +784,36 @@ void Entity::UpdateXMLDoc(tinyxml2::XMLDocument* doc) {
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}
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}
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CppScripts::Script* Entity::GetScript() const {
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auto* scriptComponent = GetComponent<ScriptComponent>();
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auto* script = scriptComponent->GetScript();
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DluAssert(script != nullptr);
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return script;
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}
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void Entity::Update(const float deltaTime) {
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uint32_t timerPosition;
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timerPosition = 0;
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while (timerPosition < m_Timers.size()) {
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m_Timers[timerPosition]->Update(deltaTime);
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if (m_Timers[timerPosition]->GetTime() <= 0) {
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const auto timerName = m_Timers[timerPosition]->GetName();
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delete m_Timers[timerPosition];
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m_Timers.erase(m_Timers.begin() + timerPosition);
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for (CppScripts::Script* script : CppScripts::GetEntityScripts(this)) {
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script->OnTimerDone(this, timerName);
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}
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auto namedTimerItr = std::remove_if(m_Timers.begin(), m_Timers.end(), [this, &deltaTime](EntityTimer* timer) {
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timer->Update(deltaTime);
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if (timer->GetTime() <= 0) {
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GetScript()->OnTimerDone(this, timer->GetName());
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TriggerEvent(eTriggerEventType::TIMER_DONE, this);
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} else {
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timerPosition++;
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delete timer;
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return true;
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}
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}
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return false;
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});
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m_Timers.erase(namedTimerItr, m_Timers.end());
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for (int i = 0; i < m_CallbackTimers.size(); i++) {
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m_CallbackTimers[i]->Update(deltaTime);
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if (m_CallbackTimers[i]->GetTime() <= 0) {
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m_CallbackTimers[i]->GetCallback()();
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delete m_CallbackTimers[i];
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m_CallbackTimers.erase(m_CallbackTimers.begin() + i);
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auto callbackTimerItr = std::remove_if(m_CallbackTimers.begin(), m_CallbackTimers.end(), [this, &deltaTime](EntityCallbackTimer* timer) {
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timer->Update(deltaTime);
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if (timer->GetTime() <= 0) {
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timer->GetCallback()();
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delete timer;
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return true;
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}
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}
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return false;
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});
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m_CallbackTimers.erase(callbackTimerItr, m_CallbackTimers.end());
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// Add pending timers to the list of timers so they start next tick.
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if (m_PendingTimers.size() > 0) {
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@ -1294,10 +1293,6 @@ void Entity::CancelTimer(const std::string& name) {
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}
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void Entity::CancelAllTimers() {
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/*for (auto timer : m_Timers) {
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if (timer) delete timer;
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}*/
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for (auto* timer : m_Timers) {
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delete timer;
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}
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@ -223,6 +223,7 @@ public:
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virtual NiPoint3 GetRespawnPosition() const { return NiPoint3::ZERO; }
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virtual NiQuaternion GetRespawnRotation() const { return NiQuaternion::IDENTITY; }
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CppScripts::Script* GetScript() const;
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void Sleep();
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void Wake();
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@ -36,6 +36,7 @@ set(DGAME_DCOMPONENTS_SOURCES "BaseCombatAIComponent.cpp"
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"RigidbodyPhantomPhysicsComponent.cpp"
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"MultiZoneEntranceComponent.cpp"
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"RocketLaunchpadControlComponent.cpp"
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"ScriptComponent.cpp"
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"ScriptedActivityComponent.cpp"
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"ShootingGalleryComponent.cpp"
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"SimplePhysicsComponent.cpp"
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@ -11,7 +11,6 @@ set(DSCRIPTS_SOURCES
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"Darkitect.cpp"
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"NPCAddRemoveItem.cpp"
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"NtFactionSpyServer.cpp"
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"ScriptComponent.cpp"
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"ScriptedPowerupSpawner.cpp"
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"SpawnPetBaseServer.cpp")
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@ -312,7 +312,7 @@
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#include "WildNinjaSensei.h"
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#include "WildNinjaBricks.h"
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InvalidScript* CppScripts::invalidToReturn = new InvalidScript();
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std::unique_ptr<InvalidScript> CppScripts::invalidScript = std::make_unique<InvalidScript>();
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std::map<std::string, CppScripts::Script*> CppScripts::m_Scripts;
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CppScripts::Script* CppScripts::GetScript(Entity* parent, const std::string& scriptName) {
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@ -324,7 +324,7 @@ CppScripts::Script* CppScripts::GetScript(Entity* parent, const std::string& scr
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return script;
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}
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script = invalidToReturn;
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script = invalidScript.get();
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//VE / AG:
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if (scriptName == "scripts\\ai\\AG\\L_AG_SHIP_PLAYER_DEATH_TRIGGER.lua")
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@ -926,7 +926,7 @@ CppScripts::Script* CppScripts::GetScript(Entity* parent, const std::string& scr
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// handle invalid script reporting if the path is greater than zero and it's not an ignored script
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// information not really needed for sys admins but is for developers
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else if (script == invalidToReturn) {
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else if (script == invalidScript.get()) {
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if ((scriptName.length() > 0) && !((scriptName == "scripts\\02_server\\Enemy\\General\\L_SUSPEND_LUA_AI.lua") ||
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(scriptName == "scripts\\02_server\\Enemy\\General\\L_BASE_ENEMY_SPIDERLING.lua") ||
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(scriptName =="scripts\\ai\\FV\\L_ACT_NINJA_STUDENT.lua") ||
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@ -938,22 +938,3 @@ CppScripts::Script* CppScripts::GetScript(Entity* parent, const std::string& scr
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m_Scripts[scriptName] = script;
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return script;
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}
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std::vector<CppScripts::Script*> CppScripts::GetEntityScripts(Entity* entity) {
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std::vector<CppScripts::Script*> scripts;
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auto comps = entity->GetScriptComponents();
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for (auto& scriptComp : comps) {
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if (scriptComp != nullptr) {
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scripts.push_back(scriptComp->GetScript());
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}
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}
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return scripts;
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}
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CppScripts::Script::Script() {
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}
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CppScripts::Script::~Script() {
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}
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@ -1,6 +1,7 @@
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#pragma once
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#include <cstdint>
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#include <memory>
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#include <string>
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#include <vector>
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@ -14,7 +15,7 @@ enum class eRebuildState : uint32_t;
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namespace CppScripts {
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extern InvalidScript* invalidToReturn;
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extern std::unique_ptr<InvalidScript> invalidScript;
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extern std::map<std::string, CppScripts::Script*> m_Scripts;
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/**
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* Base class for all scripts. Includes virtual methods to be overridden to handle LUA equivelent events.
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@ -33,8 +34,7 @@ namespace CppScripts {
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*/
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class Script {
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public:
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Script();
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~Script();
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virtual ~Script() = default;
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/**
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* Invoked one frame after the script is loaded.
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@ -365,5 +365,4 @@ namespace CppScripts {
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};
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Script* GetScript(Entity* parent, const std::string& scriptName);
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std::vector<Script*> GetEntityScripts(Entity* entity);
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};
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