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 <sstream>
#include "MissionComponent.h"
#include "EntityManager.h" #include "EntityManager.h"
#include "PropertyDataMessage.h" #include "PropertyDataMessage.h"
#include "UserManager.h" #include "UserManager.h"

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

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

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@ -1,4 +1,6 @@
#include "ActSharkPlayerDeathTrigger.h" #include "ActSharkPlayerDeathTrigger.h"
#include "MissionComponent.h"
#include "MissionTaskType.h"
#include "Entity.h" #include "Entity.h"
void ActSharkPlayerDeathTrigger::OnFireEventServerSide(Entity *self, Entity *sender, std::string args, int32_t param1, 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 "Character.h"
#include "EntityManager.h" #include "EntityManager.h"
#include "InventoryComponent.h" #include "InventoryComponent.h"
#include "MissionComponent.h"
#include "Item.h" #include "Item.h"
void AgPropGuard::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState) void AgPropGuard::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState)

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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@ -2,6 +2,8 @@
#include "DestroyableComponent.h" #include "DestroyableComponent.h"
#include "GameMessages.h" #include "GameMessages.h"
#include "MissionComponent.h"
#include "MissionTaskType.h"
#include "SkillComponent.h" #include "SkillComponent.h"
//TODO: this has to be updated so that you only get killed if you're in a certain radius. //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 "FvBounceOverWall.h"
#include "MissionComponent.h"
void FvBounceOverWall::OnCollisionPhantom(Entity* self, Entity* target) { void FvBounceOverWall::OnCollisionPhantom(Entity* self, Entity* target) {
auto missionComponent = target->GetComponent<MissionComponent>(); auto missionComponent = target->GetComponent<MissionComponent>();

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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