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

@@ -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);
}
}