C Scripts and remove unneeded includes from base cppscripts header

Remove the MissionComponent and Loot includes from all base scripts and place their needed includes in the respective scripts.
This commit is contained in:
EmosewaMC 2022-06-22 22:19:49 -07:00
parent a91309c5f8
commit dc53c45d65
50 changed files with 52 additions and 24 deletions

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@ -2,6 +2,7 @@
#include <sstream>
#include "MissionComponent.h"
#include "EntityManager.h"
#include "PropertyDataMessage.h"
#include "UserManager.h"

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@ -6,6 +6,8 @@
#include "Game.h"
#include "dLogger.h"
#include "CharacterComponent.h"
#include "MissionComponent.h"
#include "MissionTaskType.h"
#include "dServer.h"
#include "PacketUtils.h"

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@ -1,5 +1,8 @@
#pragma once
#ifndef __MISSIONSTATE__H__
#define __MISSIONSTATE__H__
/**
* Represents the possible states a mission can be in
*/
@ -49,3 +52,5 @@ enum class MissionState : int {
*/
MISSION_STATE_COMPLETE_READY_TO_COMPLETE = 12
};
#endif //!__MISSIONSTATE__H__

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@ -1,4 +1,6 @@
#include "ActSharkPlayerDeathTrigger.h"
#include "MissionComponent.h"
#include "MissionTaskType.h"
#include "Entity.h"
void ActSharkPlayerDeathTrigger::OnFireEventServerSide(Entity *self, Entity *sender, std::string args, int32_t param1,

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@ -3,6 +3,7 @@
#include "Character.h"
#include "EntityManager.h"
#include "InventoryComponent.h"
#include "MissionComponent.h"
#include "Item.h"
void AgPropGuard::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState)

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@ -7,6 +7,7 @@
#include "Entity.h"
#include "RenderComponent.h"
#include "PropertyManagementComponent.h"
#include "MissionComponent.h"
void BasePropertyServer::SetGameVariables(Entity *self) {
self->SetVar<std::string>(ClaimMarkerGroup, "");

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@ -4,6 +4,8 @@
#include "EntityManager.h"
#include "dZoneManager.h"
#include "Player.h"
#include "MissionTaskType.h"
#include "MissionComponent.h"
#include "Character.h"
void BaseSurvivalServer::SetGameVariables(Entity *self) {

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@ -4,6 +4,8 @@
#include "EntityManager.h"
#include "dZoneManager.h"
#include "Player.h"
#include "MissionTaskType.h"
#include "MissionComponent.h"
#include "Character.h"
// Done

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@ -1,6 +1,8 @@
#include "BootyDigServer.h"
#include "EntityManager.h"
#include "RenderComponent.h"
#include "MissionComponent.h"
#include "MissionTaskType.h"
void BootyDigServer::OnStartup(Entity *self) {
auto* zoneControlObject = EntityManager::Instance()->GetZoneControlEntity();

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@ -1,8 +1,6 @@
#include "CatapultBaseServer.h"
#include "GameMessages.h"
#include "EntityManager.h"
#include "dZoneManager.h"
void CatapultBaseServer::OnNotifyObject(Entity *self, Entity *sender, const std::string& name, int32_t param1, int32_t param2)
{

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@ -1,8 +1,5 @@
#pragma once
#include "CppScripts.h"
#include "Spawner.h"
#include "dZoneManager.h"
#include "dCommonVars.h"
class CatapultBaseServer : public CppScripts::Script {
public:

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@ -1,7 +1,6 @@
#include "CatapultBouncerServer.h"
#include "GameMessages.h"
#include "EntityManager.h"
#include "dZoneManager.h"
void CatapultBouncerServer::OnRebuildComplete(Entity* self, Entity* target)
{

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@ -1,8 +1,5 @@
#pragma once
#include "CppScripts.h"
#include "Spawner.h"
#include "dZoneManager.h"
#include "dCommonVars.h"
class CatapultBouncerServer : public CppScripts::Script {
public:

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@ -1,9 +1,9 @@
#include "CavePrisonCage.h"
#include "EntityManager.h"
#include "RebuildComponent.h"
#include "MovingPlatformComponent.h"
#include "GameMessages.h"
#include "Character.h"
#include "dZoneManager.h"
void CavePrisonCage::OnStartup(Entity *self)
{

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@ -1,8 +1,5 @@
#pragma once
#include "CppScripts.h"
#include "Spawner.h"
#include "dZoneManager.h"
#include "dCommonVars.h"
class CavePrisonCage : public CppScripts::Script {
public:

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@ -1,8 +1,6 @@
#include "ChooseYourDestinationNsToNt.h"
#include "Character.h"
#include "GameMessages.h"
#include "dZoneManager.h"
#include "EntityManager.h"
bool ChooseYourDestinationNsToNt::CheckChoice(Entity* self, Entity* player)
{

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@ -1,5 +1,4 @@
#pragma once
#include "CppScripts.h"
class ChooseYourDestinationNsToNt
{

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@ -1,6 +1,4 @@
#include "ClRing.h"
#include "EntityManager.h"
#include "Character.h"
void ClRing::OnCollisionPhantom(Entity* self, Entity* target)
{

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@ -4,10 +4,8 @@
#include "CppScripts.h"
#include "GameMessages.h"
#include "dpWorld.h"
#include "Entity.h"
#include "ScriptComponent.h"
#include "EntityManager.h"
#include "Game.h"
#include "dLogger.h"
#include "InvalidScript.h"

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@ -1,9 +1,7 @@
#pragma once
#include "dCommonVars.h"
#include <string>
#include "MissionComponent.h"
#include "MissionState.h"
#include "Loot.h"
class User;
class Entity;

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@ -2,6 +2,8 @@
#include "DestroyableComponent.h"
#include "GameMessages.h"
#include "MissionComponent.h"
#include "MissionTaskType.h"
#include "SkillComponent.h"
//TODO: this has to be updated so that you only get killed if you're in a certain radius.

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@ -1,4 +1,5 @@
#include "FvBounceOverWall.h"
#include "MissionComponent.h"
void FvBounceOverWall::OnCollisionPhantom(Entity* self, Entity* target) {
auto missionComponent = target->GetComponent<MissionComponent>();

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@ -1,5 +1,6 @@
#include "FvFreeGfNinjas.h"
#include "Character.h"
#include "MissionComponent.h"
void FvFreeGfNinjas::OnMissionDialogueOK(Entity *self, Entity *target, int missionID, MissionState missionState) {
if (missionID == 705 && missionState == MissionState::MISSION_STATE_AVAILABLE) {

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@ -1,5 +1,6 @@
#include "FvPassThroughWall.h"
#include "InventoryComponent.h"
#include "MissionComponent.h"
void FvPassThroughWall::OnCollisionPhantom(Entity* self, Entity* target) {
auto missionComponent = target->GetComponent<MissionComponent>();

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@ -4,6 +4,8 @@
#include "FvRaceSmashEggImagineServer.h"
#include "PossessableComponent.h"
#include "RacingTaskParam.h"
#include "MissionComponent.h"
#include "MissionTaskType.h"
void FvRaceSmashEggImagineServer::OnDie(Entity *self, Entity *killer) {
if (killer != nullptr) {

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@ -1,7 +1,8 @@
#include "GfTikiTorch.h"
#include "GameMessages.h"
#include "EntityManager.h"
#include "MissionComponent.h"
#include "MissionTaskType.h"
#include "RenderComponent.h"
void GfTikiTorch::OnStartup(Entity* self) {

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@ -1,5 +1,6 @@
#include "ImaginationBackpackHealServer.h"
#include "GameMessages.h"
#include "MissionComponent.h"
void ImaginationBackpackHealServer::OnSkillEventFired(Entity *self, Entity *caster, const std::string &message) {
if (message == "CastImaginationBackpack") {

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@ -2,6 +2,7 @@
#include "Entity.h"
#include "dLogger.h"
#include "GameMessages.h"
#include "MissionComponent.h"
void LegoDieRoll::OnStartup(Entity* self) {
self->AddTimer("DoneRolling", 10.0f);

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@ -6,6 +6,7 @@
#include "LeaderboardManager.h"
#include "Game.h"
#include "dLogger.h"
#include "MissionComponent.h"
#include <ctime>
void NpcAgCourseStarter::OnStartup(Entity* self) {

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@ -1,6 +1,7 @@
#include "NpcNjAssistantServer.h"
#include "GameMessages.h"
#include "InventoryComponent.h"
#include "MissionComponent.h"
#include "Item.h"
void NpcNjAssistantServer::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState) {

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@ -4,6 +4,7 @@
#include "GameMessages.h"
#include "MissionState.h"
#include "Game.h"
#include "MissionComponent.h"
#include "dLogger.h"
void NpcNpSpacemanBob::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState)

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@ -5,6 +5,7 @@
#include "EntityManager.h"
#include "RebuildComponent.h"
#include "SoundTriggerComponent.h"
#include "MissionComponent.h"
// Constants are at the bottom

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@ -5,6 +5,7 @@
#include "RenderComponent.h"
#include "GameMessages.h"
#include "MovingPlatformComponent.h"
#include "MissionComponent.h"
const float NsConcertQuickBuild::resetTime = 40.0f;
const float NsConcertQuickBuild::resetBlinkTime = 6.0f;

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@ -1,4 +1,5 @@
#include "NsJohnnyMissionServer.h"
#include "MissionComponent.h"
void NsJohnnyMissionServer::OnMissionDialogueOK(Entity *self, Entity *target, int missionID, MissionState missionState) {
if (missionID == 773 && missionState <= MissionState::MISSION_STATE_ACTIVE) {

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@ -1,6 +1,7 @@
#include "NsModularBuild.h"
#include "EntityManager.h"
#include "Character.h"
#include "MissionComponent.h"
void NsModularBuild::OnModularBuildExit(Entity* self, Entity* player, bool bCompleted, std::vector<LOT> modules) {
if (bCompleted) {

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@ -4,6 +4,7 @@
#include "EntityManager.h"
#include "SkillComponent.h"
#include "DestroyableComponent.h"
#include "MissionComponent.h"
void NtAssemblyTubeServer::OnStartup(Entity* self)
{

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@ -1,5 +1,6 @@
#include "NtDukeServer.h"
#include "InventoryComponent.h"
#include "MissionComponent.h"
void NtDukeServer::SetVariables(Entity *self) {
self->SetVar<float_t>(m_SpyProximityVariable, 35.0f);

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@ -3,6 +3,7 @@
#include "ProximityMonitorComponent.h"
#include "InventoryComponent.h"
#include "GameMessages.h"
#include "MissionComponent.h"
void NtFactionSpyServer::OnStartup(Entity *self) {
SetVariables(self);

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@ -4,6 +4,7 @@
#include "EntityManager.h"
#include "SkillComponent.h"
#include "DestroyableComponent.h"
#include "MissionComponent.h"
void NtParadoxTeleServer::OnStartup(Entity* self)
{

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@ -2,6 +2,7 @@
#include "PhantomPhysicsComponent.h"
#include "EntityManager.h"
#include "dLogger.h"
#include "MissionComponent.h"
void NtSentinelWalkwayServer::OnStartup(Entity* self)
{

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@ -1,5 +1,6 @@
#include "PetDigBuild.h"
#include "EntityManager.h"
#include "MissionComponent.h"
void PetDigBuild::OnRebuildComplete(Entity* self, Entity* target) {
auto flagNumber = self->GetVar<std::u16string>(u"flagNum");

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@ -1,6 +1,7 @@
#include "PropertyDevice.h"
#include "GameMessages.h"
#include "EntityManager.h"
#include "MissionComponent.h"
void PropertyDevice::OnStartup(Entity *self) {
auto* zoneControl = EntityManager::Instance()->GetZoneControlEntity();

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@ -5,6 +5,7 @@
#include "PossessableComponent.h"
#include "RaceImagineCrateServer.h"
#include "RacingTaskParam.h"
#include "MissionComponent.h"
#include "SkillComponent.h"
void RaceImagineCrateServer::OnDie(Entity* self, Entity* killer)

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@ -5,7 +5,7 @@
#include "PossessorComponent.h"
#include "RaceImaginePowerup.h"
#include "RacingTaskParam.h"
#include "MissionComponent.h"
void RaceImaginePowerup::OnFireEventServerSide(Entity *self, Entity *sender, std::string args, int32_t param1,
int32_t param2, int32_t param3)

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@ -3,6 +3,7 @@
#include "PossessableComponent.h"
#include "RaceSmashServer.h"
#include "RacingTaskParam.h"
#include "MissionComponent.h"
void RaceSmashServer::OnDie(Entity *self, Entity *killer) {
// Crate is smashed by the car

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@ -11,6 +11,7 @@
#include "MovementAIComponent.h"
#include "ControllablePhysicsComponent.h"
#include "../dWorldServer/ObjectIDManager.h"
#include "MissionComponent.h"
void SGCannon::OnStartup(Entity *self) {
Game::logger->Log("SGCannon", "OnStartup\n");

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@ -1,6 +1,7 @@
#include "SpawnGryphonServer.h"
#include "InventoryComponent.h"
#include "GameMessages.h"
#include "MissionComponent.h"
void SpawnGryphonServer::SetVariables(Entity *self) {
self->SetVar<LOT>(u"petLOT", 12433);

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@ -1,6 +1,7 @@
#include "SsModularBuildServer.h"
#include "EntityManager.h"
#include "Character.h"
#include "MissionComponent.h"
void SsModularBuildServer::OnModularBuildExit(Entity* self, Entity* player, bool bCompleted, std::vector<LOT> modules) {
int missionNum = 1732;

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@ -1,6 +1,7 @@
#include "VeBricksampleServer.h"
#include "InventoryComponent.h"
#include "EntityManager.h"
#include "MissionComponent.h"
#include "GameMessages.h"
void VeBricksampleServer::OnUse(Entity *self, Entity *user) {

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@ -8,6 +8,7 @@
#include "LDFFormat.h"
#include "RenderComponent.h"
#include "dLogger.h"
#include "MissionComponent.h"
void ZoneAgProperty::SetGameVariables(Entity *self) {
self->SetVar<std::string>(GuardGroup, "Guard");