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

@@ -3,6 +3,7 @@
#include "GameMessages.h"
#include "Character.h"
#include "EntityManager.h"
#include "eReplicaComponentType.h"
void AgCagedBricksServer::OnUse(Entity* self, Entity* user) {
//Tell the client to spawn the baby spiderling:
@@ -19,7 +20,7 @@ void AgCagedBricksServer::OnUse(Entity* self, Entity* user) {
character->SetPlayerFlag(74, true);
//Remove the maelstrom cube:
auto inv = static_cast<InventoryComponent*>(user->GetComponent(COMPONENT_TYPE_INVENTORY));
auto inv = static_cast<InventoryComponent*>(user->GetComponent(eReplicaComponentType::INVENTORY));
if (inv) {
inv->RemoveItem(14553, 1);

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@@ -5,10 +5,11 @@
#include "EntityManager.h"
#include "AgMonumentLaserServer.h"
#include "EntityManager.h"
#include "eReplicaComponentType.h"
void AgLaserSensorServer::OnStartup(Entity* self) {
PhantomPhysicsComponent* physComp = static_cast<PhantomPhysicsComponent*>(self->GetComponent(COMPONENT_TYPE_PHANTOM_PHYSICS));
PhantomPhysicsComponent* physComp = static_cast<PhantomPhysicsComponent*>(self->GetComponent(eReplicaComponentType::PHANTOM_PHYSICS));
physComp->SetPhysicsEffectActive(true);
physComp->SetEffectType(2); // repulse (prolly should make definitions of these are in Entity.cpp)
physComp->SetDirectionalMultiplier(static_cast<float>(m_RepelForce));
@@ -25,7 +26,7 @@ void AgLaserSensorServer::OnCollisionPhantom(Entity* self, Entity* target) {
Entity* laser = nullptr;
for (auto script : EntityManager::Instance()->GetEntitiesByComponent(COMPONENT_TYPE_SCRIPT)) {
for (auto script : EntityManager::Instance()->GetEntitiesByComponent(eReplicaComponentType::SCRIPT)) {
AgMonumentLaserServer* hasLaser = (AgMonumentLaserServer*)script;

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@@ -4,6 +4,7 @@
#include "MissionComponent.h"
#include "Item.h"
#include "eMissionState.h"
#include "eReplicaComponentType.h"
void NpcNjAssistantServer::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) {
if (missionID != mailMission) return;
@@ -11,7 +12,7 @@ void NpcNjAssistantServer::OnMissionDialogueOK(Entity* self, Entity* target, int
if (missionState == eMissionState::COMPLETE || missionState == eMissionState::READY_TO_COMPLETE) {
GameMessages::SendNotifyClientObject(self->GetObjectID(), u"switch", 0, 0, LWOOBJID_EMPTY, "", target->GetSystemAddress());
auto* inv = static_cast<InventoryComponent*>(target->GetComponent(COMPONENT_TYPE_INVENTORY));
auto* inv = static_cast<InventoryComponent*>(target->GetComponent(eReplicaComponentType::INVENTORY));
// If we are ready to complete our missions, we take the kit from you:
if (inv && missionState == eMissionState::READY_TO_COMPLETE) {
@@ -22,7 +23,7 @@ void NpcNjAssistantServer::OnMissionDialogueOK(Entity* self, Entity* target, int
}
}
} else if (missionState == eMissionState::AVAILABLE) {
auto* missionComponent = static_cast<MissionComponent*>(target->GetComponent(COMPONENT_TYPE_MISSION));
auto* missionComponent = static_cast<MissionComponent*>(target->GetComponent(eReplicaComponentType::MISSION));
missionComponent->CompleteMission(mailAchievement, true);
}
}

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@@ -3,6 +3,7 @@
#include "Item.h"
#include "eMissionState.h"
#include "Character.h"
#include "eReplicaComponentType.h"
/*
--------------------------------------------------------------
@@ -21,7 +22,7 @@ void RemoveRentalGear::OnMissionDialogueOK(Entity* self, Entity* target, int mis
if (missionID != defaultMission && missionID != 313) return;
if (missionState == eMissionState::COMPLETE || missionState == eMissionState::READY_TO_COMPLETE) {
auto inv = static_cast<InventoryComponent*>(target->GetComponent(COMPONENT_TYPE_INVENTORY));
auto inv = static_cast<InventoryComponent*>(target->GetComponent(eReplicaComponentType::INVENTORY));
if (!inv) return;
//remove the inventory items