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https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-08-05 18:24:12 +00:00
breakout the component types into a scoped enum (#1002)
* breakout the component types into a scoped enum tested that things are the same as they were before * fix missed rename * fix brick-by-brick name to be crafting because that's what it is
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@@ -15,6 +15,7 @@
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#include "EchoSyncSkill.h"
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#include "PhantomPhysicsComponent.h"
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#include "RebuildComponent.h"
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#include "eReplicaComponentType.h"
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BehaviorSyncEntry::BehaviorSyncEntry() {
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}
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@@ -311,13 +312,13 @@ std::vector<LWOOBJID> BehaviorContext::GetValidTargets(int32_t ignoreFaction, in
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}
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}
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if (ignoreFaction || includeFaction || (!entity->HasComponent(COMPONENT_TYPE_PHANTOM_PHYSICS) && targets.empty())) {
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if (ignoreFaction || includeFaction || (!entity->HasComponent(eReplicaComponentType::PHANTOM_PHYSICS) && targets.empty())) {
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DestroyableComponent* destroyableComponent;
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if (!entity->TryGetComponent(COMPONENT_TYPE_DESTROYABLE, destroyableComponent)) {
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if (!entity->TryGetComponent(eReplicaComponentType::DESTROYABLE, destroyableComponent)) {
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return targets;
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}
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auto entities = EntityManager::Instance()->GetEntitiesByComponent(COMPONENT_TYPE_CONTROLLABLE_PHYSICS);
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auto entities = EntityManager::Instance()->GetEntitiesByComponent(eReplicaComponentType::CONTROLLABLE_PHYSICS);
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for (auto* candidate : entities) {
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const auto id = candidate->GetObjectID();
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@@ -4,6 +4,7 @@
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#include "dLogger.h"
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#include "EntityManager.h"
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#include "DestroyableComponent.h"
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#include "eReplicaComponentType.h"
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void HealBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bit_stream, const BehaviorBranchContext branch) {
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@@ -15,7 +16,7 @@ void HealBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bit_strea
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return;
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}
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auto* destroyable = static_cast<DestroyableComponent*>(entity->GetComponent(COMPONENT_TYPE_DESTROYABLE));
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auto* destroyable = static_cast<DestroyableComponent*>(entity->GetComponent(eReplicaComponentType::DESTROYABLE));
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if (destroyable == nullptr) {
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Game::logger->Log("HealBehavior", "Failed to find destroyable component for %(llu)!", branch.target);
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@@ -5,6 +5,7 @@
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#include "EntityManager.h"
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#include "dLogger.h"
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#include "Game.h"
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#include "eReplicaComponentType.h"
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void RepairBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bit_stream, const BehaviorBranchContext branch) {
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auto* entity = EntityManager::Instance()->GetEntity(branch.target);
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@@ -15,7 +16,7 @@ void RepairBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bit_str
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return;
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}
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auto* destroyable = static_cast<DestroyableComponent*>(entity->GetComponent(COMPONENT_TYPE_DESTROYABLE));
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auto* destroyable = static_cast<DestroyableComponent*>(entity->GetComponent(eReplicaComponentType::DESTROYABLE));
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if (destroyable == nullptr) {
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Game::logger->Log("RepairBehavior", "Failed to find destroyable component for %(llu)!", branch.target);
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@@ -9,6 +9,7 @@
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#include "RebuildComponent.h"
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#include "Entity.h"
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#include "EntityInfo.h"
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#include "eReplicaComponentType.h"
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void SpawnBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
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auto* origin = EntityManager::Instance()->GetEntity(context->originator);
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@@ -86,7 +87,7 @@ void SpawnBehavior::Timer(BehaviorContext* context, const BehaviorBranchContext
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return;
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}
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auto* destroyable = static_cast<DestroyableComponent*>(entity->GetComponent(COMPONENT_TYPE_DESTROYABLE));
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auto* destroyable = static_cast<DestroyableComponent*>(entity->GetComponent(eReplicaComponentType::DESTROYABLE));
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if (destroyable == nullptr) {
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entity->Smash(context->originator);
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@@ -7,6 +7,7 @@
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#include "Game.h"
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#include "dLogger.h"
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#include "DestroyableComponent.h"
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#include "eReplicaComponentType.h"
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void StunBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, const BehaviorBranchContext branch) {
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@@ -32,7 +33,7 @@ void StunBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream
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* If our target is an enemy we can go ahead and stun it.
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*/
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auto* combatAiComponent = static_cast<BaseCombatAIComponent*>(target->GetComponent(COMPONENT_TYPE_BASE_COMBAT_AI));
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auto* combatAiComponent = static_cast<BaseCombatAIComponent*>(target->GetComponent(eReplicaComponentType::BASE_COMBAT_AI));
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if (combatAiComponent == nullptr) {
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return;
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@@ -55,7 +56,7 @@ void StunBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStr
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* See if we can stun ourselves
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*/
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auto* combatAiComponent = static_cast<BaseCombatAIComponent*>(self->GetComponent(COMPONENT_TYPE_BASE_COMBAT_AI));
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auto* combatAiComponent = static_cast<BaseCombatAIComponent*>(self->GetComponent(eReplicaComponentType::BASE_COMBAT_AI));
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if (combatAiComponent == nullptr) {
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return;
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@@ -90,7 +91,7 @@ void StunBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStr
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* If our target is an enemy we can go ahead and stun it.
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*/
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auto* combatAiComponent = static_cast<BaseCombatAIComponent*>(target->GetComponent(COMPONENT_TYPE_BASE_COMBAT_AI));
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auto* combatAiComponent = static_cast<BaseCombatAIComponent*>(target->GetComponent(eReplicaComponentType::BASE_COMBAT_AI));
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if (combatAiComponent == nullptr) {
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return;
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