mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-10-11 01:48:07 +00:00
Changed how the TryParse function works (and also did some general cleanup along the way)
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@@ -33,14 +33,12 @@ void AmDropshipComputer::OnUse(Entity* self, Entity* user) {
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void AmDropshipComputer::OnDie(Entity* self, Entity* killer) {
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const auto myGroup = GeneralUtils::UTF16ToWTF8(self->GetVar<std::u16string>(u"spawner_name"));
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int32_t pipeNum = 0;
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if (!GeneralUtils::TryParse<int32_t>(myGroup.substr(10, 1), pipeNum)) {
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return;
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}
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const auto pipeNum = GeneralUtils::TryParse<int32_t>(myGroup.substr(10, 1));
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if (!pipeNum) return;
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const auto pipeGroup = myGroup.substr(0, 10);
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const auto nextPipeNum = pipeNum + 1;
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const auto nextPipeNum = pipeNum.value() + 1;
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const auto samePipeSpawners = Game::zoneManager->GetSpawnersByName(myGroup);
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@@ -70,11 +68,9 @@ void AmDropshipComputer::OnDie(Entity* self, Entity* killer) {
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}
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void AmDropshipComputer::OnTimerDone(Entity* self, std::string timerName) {
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auto* quickBuildComponent = self->GetComponent<QuickBuildComponent>();
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const auto* const quickBuildComponent = self->GetComponent<QuickBuildComponent>();
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if (quickBuildComponent == nullptr) {
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return;
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}
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if (!quickBuildComponent) return;
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if (timerName == "reset" && quickBuildComponent->GetState() == eQuickBuildState::OPEN) {
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self->Smash(self->GetObjectID(), eKillType::SILENT);
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@@ -144,13 +144,10 @@ void AmSkullkinTower::OnChildRemoved(Entity* self, Entity* child) {
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);
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for (const auto& mission : missions) {
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int32_t missionID = 0;
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const auto missionID = GeneralUtils::TryParse<LOT>(mission);
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if (!missionID) continue;
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if (!GeneralUtils::TryParse(mission, missionID)) {
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continue;
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}
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missionIDs.push_back(missionID);
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missionIDs.push_back(missionID.value());
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}
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}
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@@ -12,12 +12,9 @@ void AmTemplateSkillVolume::OnSkillEventFired(Entity* self, Entity* caster, cons
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const auto missionIDs = GeneralUtils::SplitString(missionIDsVariable, '_');
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for (const auto& missionIDStr : missionIDs) {
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int32_t missionID = 0;
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const auto missionID = GeneralUtils::TryParse<uint32_t>(missionIDStr);
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if (!missionID) continue;
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if (!GeneralUtils::TryParse(missionIDStr, missionID)) {
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continue;
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}
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missionComponent->ForceProgressTaskType(missionID, 1, 1, false);
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missionComponent->ForceProgressTaskType(missionID.value(), 1, 1, false);
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}
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}
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