mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-10-15 03:48:07 +00:00
Changed how the TryParse function works (and also did some general cleanup along the way)
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@@ -22,10 +22,8 @@ TriggerComponent::TriggerComponent(Entity* parent, const std::string triggerInfo
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std::vector<std::string> tokens = GeneralUtils::SplitString(triggerInfo, ':');
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uint32_t sceneID;
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GeneralUtils::TryParse<uint32_t>(tokens.at(0), sceneID);
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uint32_t triggerID;
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GeneralUtils::TryParse<uint32_t>(tokens.at(1), triggerID);
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const auto sceneID = GeneralUtils::TryParse<uint32_t>(tokens.at(0)).value();
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const auto triggerID = GeneralUtils::TryParse<uint32_t>(tokens.at(1)).value();
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m_Trigger = Game::zoneManager->GetZone()->GetTrigger(sceneID, triggerID);
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@@ -191,9 +189,8 @@ void TriggerComponent::HandleFireEvent(Entity* targetEntity, std::string args) {
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}
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void TriggerComponent::HandleDestroyObject(Entity* targetEntity, std::string args){
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uint32_t killType;
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GeneralUtils::TryParse<uint32_t>(args, killType);
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targetEntity->Smash(m_Parent->GetObjectID(), static_cast<eKillType>(killType));
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const eKillType killType = GeneralUtils::TryParse<eKillType>(args).value_or(eKillType::SILENT);
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targetEntity->Smash(m_Parent->GetObjectID(), killType);
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}
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void TriggerComponent::HandleToggleTrigger(Entity* targetEntity, std::string args){
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@@ -217,9 +214,8 @@ void TriggerComponent::HandleResetRebuild(Entity* targetEntity, std::string args
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void TriggerComponent::HandleMoveObject(Entity* targetEntity, std::vector<std::string> argArray){
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if (argArray.size() <= 2) return;
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auto position = targetEntity->GetPosition();
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NiPoint3 offset = NiPoint3Constant::ZERO;
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GeneralUtils::TryParse(argArray.at(0), argArray.at(1), argArray.at(2), offset);
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NiPoint3 position = targetEntity->GetPosition();
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const NiPoint3 offset = GeneralUtils::TryParse<NiPoint3>(argArray).value_or(NiPoint3Constant::ZERO);
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position += offset;
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targetEntity->SetPosition(position);
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@@ -228,8 +224,7 @@ void TriggerComponent::HandleMoveObject(Entity* targetEntity, std::vector<std::s
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void TriggerComponent::HandleRotateObject(Entity* targetEntity, std::vector<std::string> argArray){
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if (argArray.size() <= 2) return;
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NiPoint3 vector = NiPoint3Constant::ZERO;
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GeneralUtils::TryParse(argArray.at(0), argArray.at(1), argArray.at(2), vector);
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const NiPoint3 vector = GeneralUtils::TryParse<NiPoint3>(argArray).value_or(NiPoint3Constant::ZERO);
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NiQuaternion rotation = NiQuaternion::FromEulerAngles(vector);
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targetEntity->SetRotation(rotation);
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@@ -246,8 +241,7 @@ void TriggerComponent::HandlePushObject(Entity* targetEntity, std::vector<std::s
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phantomPhysicsComponent->SetPhysicsEffectActive(true);
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phantomPhysicsComponent->SetEffectType(ePhysicsEffectType::PUSH);
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phantomPhysicsComponent->SetDirectionalMultiplier(1);
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NiPoint3 direction = NiPoint3Constant::ZERO;
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GeneralUtils::TryParse(argArray.at(0), argArray.at(1), argArray.at(2), direction);
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const NiPoint3 direction = GeneralUtils::TryParse<NiPoint3>(argArray).value_or(NiPoint3Constant::ZERO);
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phantomPhysicsComponent->SetDirection(direction);
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Game::entityManager->SerializeEntity(m_Parent);
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@@ -260,8 +254,8 @@ void TriggerComponent::HandleRepelObject(Entity* targetEntity, std::string args)
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LOG_DEBUG("Phantom Physics component not found!");
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return;
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}
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float forceMultiplier;
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GeneralUtils::TryParse<float>(args, forceMultiplier);
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const float forceMultiplier = GeneralUtils::TryParse<float>(args).value();
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phantomPhysicsComponent->SetPhysicsEffectActive(true);
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phantomPhysicsComponent->SetEffectType(ePhysicsEffectType::REPULSE);
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phantomPhysicsComponent->SetDirectionalMultiplier(forceMultiplier);
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@@ -280,11 +274,10 @@ void TriggerComponent::HandleRepelObject(Entity* targetEntity, std::string args)
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void TriggerComponent::HandleSetTimer(Entity* targetEntity, std::vector<std::string> argArray){
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if (argArray.size() != 2) {
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LOG_DEBUG("Not ehought variables!");
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LOG_DEBUG("Not enough variables!");
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return;
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}
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float time = 0.0;
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GeneralUtils::TryParse<float>(argArray.at(1), time);
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const float time = GeneralUtils::TryParse<float>(argArray.at(1)).value_or(0.0f);
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m_Parent->AddTimer(argArray.at(0), time);
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}
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@@ -300,7 +293,7 @@ void TriggerComponent::HandlePlayCinematic(Entity* targetEntity, std::vector<std
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bool hidePlayer = false;
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if (argArray.size() >= 2) {
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GeneralUtils::TryParse<float>(argArray.at(1), leadIn);
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leadIn = GeneralUtils::TryParse<float>(argArray.at(1)).value_or(leadIn);
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if (argArray.size() >= 3 && argArray.at(2) == "wait") {
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wait = eEndBehavior::WAIT;
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if (argArray.size() >= 4 && argArray.at(3) == "unlock") {
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@@ -345,12 +338,16 @@ void TriggerComponent::HandleUpdateMission(Entity* targetEntity, std::vector<std
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void TriggerComponent::HandlePlayEffect(Entity* targetEntity, std::vector<std::string> argArray) {
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if (argArray.size() < 3) return;
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int32_t effectID = 0;
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if (!GeneralUtils::TryParse<int32_t>(argArray.at(1), effectID)) return;
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const auto effectID = GeneralUtils::TryParse<int32_t>(argArray.at(1));
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if (!effectID) return;
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std::u16string effectType = GeneralUtils::UTF8ToUTF16(argArray.at(2));
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float priority = 1;
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if (argArray.size() == 4) GeneralUtils::TryParse<float>(argArray.at(3), priority);
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GameMessages::SendPlayFXEffect(targetEntity, effectID, effectType, argArray.at(0), LWOOBJID_EMPTY, priority);
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if (argArray.size() == 4) {
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priority = GeneralUtils::TryParse<float>(argArray.at(3)).value_or(priority);
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}
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GameMessages::SendPlayFXEffect(targetEntity, effectID.value(), effectType, argArray.at(0), LWOOBJID_EMPTY, priority);
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}
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void TriggerComponent::HandleCastSkill(Entity* targetEntity, std::string args){
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@@ -359,8 +356,7 @@ void TriggerComponent::HandleCastSkill(Entity* targetEntity, std::string args){
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LOG_DEBUG("Skill component not found!");
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return;
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}
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uint32_t skillId;
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GeneralUtils::TryParse<uint32_t>(args, skillId);
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const uint32_t skillId = GeneralUtils::TryParse<uint32_t>(args).value();
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skillComponent->CastSkill(skillId, targetEntity->GetObjectID());
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}
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@@ -382,17 +378,16 @@ void TriggerComponent::HandleSetPhysicsVolumeEffect(Entity* targetEntity, std::v
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phantomPhysicsComponent->SetEffectType(effectType);
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phantomPhysicsComponent->SetDirectionalMultiplier(std::stof(argArray.at(1)));
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if (argArray.size() > 4) {
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NiPoint3 direction = NiPoint3Constant::ZERO;
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GeneralUtils::TryParse(argArray.at(2), argArray.at(3), argArray.at(4), direction);
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const NiPoint3 direction =
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GeneralUtils::TryParse<NiPoint3>(argArray.at(2), argArray.at(3), argArray.at(4)).value_or(NiPoint3Constant::ZERO);
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phantomPhysicsComponent->SetDirection(direction);
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}
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if (argArray.size() > 5) {
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uint32_t min;
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GeneralUtils::TryParse<uint32_t>(argArray.at(6), min);
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const uint32_t min = GeneralUtils::TryParse<uint32_t>(argArray.at(6)).value_or(0);
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phantomPhysicsComponent->SetMin(min);
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uint32_t max;
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GeneralUtils::TryParse<uint32_t>(argArray.at(7), max);
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const uint32_t max = GeneralUtils::TryParse<uint32_t>(argArray.at(7)).value_or(0);
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phantomPhysicsComponent->SetMax(max);
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}
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