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
This commit is contained in:
Aaron Kimbrell
2023-03-04 01:16:37 -06:00
committed by GitHub
parent 2837f68f44
commit e524b86e12
106 changed files with 598 additions and 430 deletions

View File

@@ -23,7 +23,7 @@
#include "eMissionState.h"
#include "eMissionTaskType.h"
#include "eMissionLockState.h"
#include "eReplicaComponentType.h"
Mission::Mission(MissionComponent* missionComponent, const uint32_t missionId) {
m_MissionComponent = missionComponent;
@@ -370,7 +370,7 @@ void Mission::CheckCompletion() {
void Mission::Catchup() {
auto* entity = GetAssociate();
auto* inventory = static_cast<InventoryComponent*>(entity->GetComponent(COMPONENT_TYPE_INVENTORY));
auto* inventory = static_cast<InventoryComponent*>(entity->GetComponent(eReplicaComponentType::INVENTORY));
for (auto* task : m_Tasks) {
const auto type = task->GetType();

View File

@@ -14,6 +14,7 @@
#include "InventoryComponent.h"
#include "MissionComponent.h"
#include "eMissionTaskType.h"
#include "eReplicaComponentType.h"
MissionTask::MissionTask(Mission* mission, CDMissionTasks* info, uint32_t mask) {
this->info = info;
@@ -237,7 +238,7 @@ void MissionTask::Progress(int32_t value, LWOOBJID associate, const std::string&
break;
}
activity = static_cast<ScriptedActivityComponent*>(entity->GetComponent(COMPONENT_TYPE_REBUILD));
activity = static_cast<ScriptedActivityComponent*>(entity->GetComponent(eReplicaComponentType::QUICK_BUILD));
if (activity == nullptr) {
break;
}