chore: cleanup some vanity npc logic (#1174)

* Dont setup talk for vanity npc's if they are no phrases
no ghosting ldfkey for canity npc's

* void, oops

* formatting
This commit is contained in:
Aaron Kimbrell 2023-08-03 21:37:09 -05:00 committed by GitHub
parent 9a07020a51
commit 952786c166
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GPG Key ID: 4AEE18F83AFDEB23
2 changed files with 16 additions and 14 deletions

View File

@ -85,6 +85,7 @@ public:
bool GetPlayerReadyForUpdates() const { return m_PlayerIsReadyForUpdates; }
bool GetIsGhostingCandidate() const;
void SetIsGhostingCandidate(bool value) { m_IsGhostingCandidate = value; };
int8_t GetObservers() const;

View File

@ -80,10 +80,10 @@ void VanityUtilities::SpawnVanity() {
// Spawn the NPC
auto* npcEntity = SpawnNPC(npc.m_LOT, npc.m_Name, location.m_Position, location.m_Rotation, npc.m_Equipment, npc.ldf);
npcEntity->SetVar<std::vector<std::string>>(u"chats", m_PartyPhrases);
SetupNPCTalk(npcEntity);
if (!npc.m_Phrases.empty()) {
npcEntity->SetVar<std::vector<std::string>>(u"chats", m_PartyPhrases);
SetupNPCTalk(npcEntity);
}
}
return;
@ -114,21 +114,21 @@ void VanityUtilities::SpawnVanity() {
// Spawn the NPC
auto* npcEntity = SpawnNPC(npc.m_LOT, npc.m_Name, location.m_Position, location.m_Rotation, npc.m_Equipment, npc.ldf);
if (!npc.m_Phrases.empty()){
npcEntity->SetVar<std::vector<std::string>>(u"chats", npc.m_Phrases);
npcEntity->SetVar<std::vector<std::string>>(u"chats", npc.m_Phrases);
auto* scriptComponent = npcEntity->GetComponent<ScriptComponent>();
auto* scriptComponent = npcEntity->GetComponent<ScriptComponent>();
if (scriptComponent && !npc.m_Script.empty()) {
scriptComponent->SetScript(npc.m_Script);
scriptComponent->SetSerialized(false);
if (scriptComponent && !npc.m_Script.empty()) {
scriptComponent->SetScript(npc.m_Script);
scriptComponent->SetSerialized(false);
for (const auto& npc : npc.m_Flags) {
npcEntity->SetVar<bool>(GeneralUtils::ASCIIToUTF16(npc.first), npc.second);
for (const auto& npc : npc.m_Flags) {
npcEntity->SetVar<bool>(GeneralUtils::ASCIIToUTF16(npc.first), npc.second);
}
}
SetupNPCTalk(npcEntity);
}
SetupNPCTalk(npcEntity);
}
if (zoneID == 1200) {
@ -160,6 +160,7 @@ Entity* VanityUtilities::SpawnNPC(LOT lot, const std::string& name, const NiPoin
auto* entity = Game::entityManager->CreateEntity(info);
entity->SetVar(u"npcName", name);
if (entity->GetVar<bool>(u"noGhosting")) entity->SetIsGhostingCandidate(false);
auto* inventoryComponent = entity->GetComponent<InventoryComponent>();