Changed how the TryParse function works (and also did some general cleanup along the way)

This commit is contained in:
jadebenn
2024-02-02 17:50:30 -06:00
parent d78b50874c
commit 4f75479a4c
34 changed files with 506 additions and 535 deletions

View File

@@ -22,10 +22,8 @@ TriggerComponent::TriggerComponent(Entity* parent, const std::string triggerInfo
std::vector<std::string> tokens = GeneralUtils::SplitString(triggerInfo, ':');
uint32_t sceneID;
GeneralUtils::TryParse<uint32_t>(tokens.at(0), sceneID);
uint32_t triggerID;
GeneralUtils::TryParse<uint32_t>(tokens.at(1), triggerID);
const auto sceneID = GeneralUtils::TryParse<uint32_t>(tokens.at(0)).value();
const auto triggerID = GeneralUtils::TryParse<uint32_t>(tokens.at(1)).value();
m_Trigger = Game::zoneManager->GetZone()->GetTrigger(sceneID, triggerID);
@@ -191,9 +189,8 @@ void TriggerComponent::HandleFireEvent(Entity* targetEntity, std::string args) {
}
void TriggerComponent::HandleDestroyObject(Entity* targetEntity, std::string args){
uint32_t killType;
GeneralUtils::TryParse<uint32_t>(args, killType);
targetEntity->Smash(m_Parent->GetObjectID(), static_cast<eKillType>(killType));
const eKillType killType = GeneralUtils::TryParse<eKillType>(args).value_or(eKillType::SILENT);
targetEntity->Smash(m_Parent->GetObjectID(), killType);
}
void TriggerComponent::HandleToggleTrigger(Entity* targetEntity, std::string args){
@@ -217,9 +214,8 @@ void TriggerComponent::HandleResetRebuild(Entity* targetEntity, std::string args
void TriggerComponent::HandleMoveObject(Entity* targetEntity, std::vector<std::string> argArray){
if (argArray.size() <= 2) return;
auto position = targetEntity->GetPosition();
NiPoint3 offset = NiPoint3Constant::ZERO;
GeneralUtils::TryParse(argArray.at(0), argArray.at(1), argArray.at(2), offset);
NiPoint3 position = targetEntity->GetPosition();
const NiPoint3 offset = GeneralUtils::TryParse<NiPoint3>(argArray).value_or(NiPoint3Constant::ZERO);
position += offset;
targetEntity->SetPosition(position);
@@ -228,8 +224,7 @@ void TriggerComponent::HandleMoveObject(Entity* targetEntity, std::vector<std::s
void TriggerComponent::HandleRotateObject(Entity* targetEntity, std::vector<std::string> argArray){
if (argArray.size() <= 2) return;
NiPoint3 vector = NiPoint3Constant::ZERO;
GeneralUtils::TryParse(argArray.at(0), argArray.at(1), argArray.at(2), vector);
const NiPoint3 vector = GeneralUtils::TryParse<NiPoint3>(argArray).value_or(NiPoint3Constant::ZERO);
NiQuaternion rotation = NiQuaternion::FromEulerAngles(vector);
targetEntity->SetRotation(rotation);
@@ -246,8 +241,7 @@ void TriggerComponent::HandlePushObject(Entity* targetEntity, std::vector<std::s
phantomPhysicsComponent->SetPhysicsEffectActive(true);
phantomPhysicsComponent->SetEffectType(ePhysicsEffectType::PUSH);
phantomPhysicsComponent->SetDirectionalMultiplier(1);
NiPoint3 direction = NiPoint3Constant::ZERO;
GeneralUtils::TryParse(argArray.at(0), argArray.at(1), argArray.at(2), direction);
const NiPoint3 direction = GeneralUtils::TryParse<NiPoint3>(argArray).value_or(NiPoint3Constant::ZERO);
phantomPhysicsComponent->SetDirection(direction);
Game::entityManager->SerializeEntity(m_Parent);
@@ -260,8 +254,8 @@ void TriggerComponent::HandleRepelObject(Entity* targetEntity, std::string args)
LOG_DEBUG("Phantom Physics component not found!");
return;
}
float forceMultiplier;
GeneralUtils::TryParse<float>(args, forceMultiplier);
const float forceMultiplier = GeneralUtils::TryParse<float>(args).value();
phantomPhysicsComponent->SetPhysicsEffectActive(true);
phantomPhysicsComponent->SetEffectType(ePhysicsEffectType::REPULSE);
phantomPhysicsComponent->SetDirectionalMultiplier(forceMultiplier);
@@ -280,11 +274,10 @@ void TriggerComponent::HandleRepelObject(Entity* targetEntity, std::string args)
void TriggerComponent::HandleSetTimer(Entity* targetEntity, std::vector<std::string> argArray){
if (argArray.size() != 2) {
LOG_DEBUG("Not ehought variables!");
LOG_DEBUG("Not enough variables!");
return;
}
float time = 0.0;
GeneralUtils::TryParse<float>(argArray.at(1), time);
const float time = GeneralUtils::TryParse<float>(argArray.at(1)).value_or(0.0f);
m_Parent->AddTimer(argArray.at(0), time);
}
@@ -300,7 +293,7 @@ void TriggerComponent::HandlePlayCinematic(Entity* targetEntity, std::vector<std
bool hidePlayer = false;
if (argArray.size() >= 2) {
GeneralUtils::TryParse<float>(argArray.at(1), leadIn);
leadIn = GeneralUtils::TryParse<float>(argArray.at(1)).value_or(leadIn);
if (argArray.size() >= 3 && argArray.at(2) == "wait") {
wait = eEndBehavior::WAIT;
if (argArray.size() >= 4 && argArray.at(3) == "unlock") {
@@ -345,12 +338,16 @@ void TriggerComponent::HandleUpdateMission(Entity* targetEntity, std::vector<std
void TriggerComponent::HandlePlayEffect(Entity* targetEntity, std::vector<std::string> argArray) {
if (argArray.size() < 3) return;
int32_t effectID = 0;
if (!GeneralUtils::TryParse<int32_t>(argArray.at(1), effectID)) return;
const auto effectID = GeneralUtils::TryParse<int32_t>(argArray.at(1));
if (!effectID) return;
std::u16string effectType = GeneralUtils::UTF8ToUTF16(argArray.at(2));
float priority = 1;
if (argArray.size() == 4) GeneralUtils::TryParse<float>(argArray.at(3), priority);
GameMessages::SendPlayFXEffect(targetEntity, effectID, effectType, argArray.at(0), LWOOBJID_EMPTY, priority);
if (argArray.size() == 4) {
priority = GeneralUtils::TryParse<float>(argArray.at(3)).value_or(priority);
}
GameMessages::SendPlayFXEffect(targetEntity, effectID.value(), effectType, argArray.at(0), LWOOBJID_EMPTY, priority);
}
void TriggerComponent::HandleCastSkill(Entity* targetEntity, std::string args){
@@ -359,8 +356,7 @@ void TriggerComponent::HandleCastSkill(Entity* targetEntity, std::string args){
LOG_DEBUG("Skill component not found!");
return;
}
uint32_t skillId;
GeneralUtils::TryParse<uint32_t>(args, skillId);
const uint32_t skillId = GeneralUtils::TryParse<uint32_t>(args).value();
skillComponent->CastSkill(skillId, targetEntity->GetObjectID());
}
@@ -382,17 +378,16 @@ void TriggerComponent::HandleSetPhysicsVolumeEffect(Entity* targetEntity, std::v
phantomPhysicsComponent->SetEffectType(effectType);
phantomPhysicsComponent->SetDirectionalMultiplier(std::stof(argArray.at(1)));
if (argArray.size() > 4) {
NiPoint3 direction = NiPoint3Constant::ZERO;
GeneralUtils::TryParse(argArray.at(2), argArray.at(3), argArray.at(4), direction);
const NiPoint3 direction =
GeneralUtils::TryParse<NiPoint3>(argArray.at(2), argArray.at(3), argArray.at(4)).value_or(NiPoint3Constant::ZERO);
phantomPhysicsComponent->SetDirection(direction);
}
if (argArray.size() > 5) {
uint32_t min;
GeneralUtils::TryParse<uint32_t>(argArray.at(6), min);
const uint32_t min = GeneralUtils::TryParse<uint32_t>(argArray.at(6)).value_or(0);
phantomPhysicsComponent->SetMin(min);
uint32_t max;
GeneralUtils::TryParse<uint32_t>(argArray.at(7), max);
const uint32_t max = GeneralUtils::TryParse<uint32_t>(argArray.at(7)).value_or(0);
phantomPhysicsComponent->SetMax(max);
}