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 "GameMessages.h"
#include "PhantomPhysicsComponent.h"
#include "RenderComponent.h"
#include "eReplicaComponentType.h"
void AgFans::OnStartup(Entity* self) {
self->SetVar<bool>(u"alive", true);
@@ -11,7 +12,7 @@ void AgFans::OnStartup(Entity* self) {
ToggleFX(self, false);
auto* renderComponent = static_cast<RenderComponent*>(self->GetComponent(COMPONENT_TYPE_RENDER));
auto* renderComponent = static_cast<RenderComponent*>(self->GetComponent(eReplicaComponentType::RENDER));
if (renderComponent == nullptr) {
return;
@@ -24,7 +25,7 @@ void AgFans::ToggleFX(Entity* self, bool hit) {
std::string fanGroup = self->GetGroups()[0];
std::vector<Entity*> fanVolumes = EntityManager::Instance()->GetEntitiesInGroup(fanGroup);
auto* renderComponent = static_cast<RenderComponent*>(self->GetComponent(COMPONENT_TYPE_RENDER));
auto* renderComponent = static_cast<RenderComponent*>(self->GetComponent(eReplicaComponentType::RENDER));
if (renderComponent == nullptr) {
return;
@@ -39,7 +40,7 @@ void AgFans::ToggleFX(Entity* self, bool hit) {
self->SetVar<bool>(u"on", false);
for (Entity* volume : fanVolumes) {
PhantomPhysicsComponent* volumePhys = static_cast<PhantomPhysicsComponent*>(volume->GetComponent(COMPONENT_TYPE_PHANTOM_PHYSICS));
PhantomPhysicsComponent* volumePhys = static_cast<PhantomPhysicsComponent*>(volume->GetComponent(eReplicaComponentType::PHANTOM_PHYSICS));
if (!volumePhys) continue;
volumePhys->SetPhysicsEffectActive(false);
EntityManager::Instance()->SerializeEntity(volume);
@@ -55,7 +56,7 @@ void AgFans::ToggleFX(Entity* self, bool hit) {
self->SetVar<bool>(u"on", true);
for (Entity* volume : fanVolumes) {
PhantomPhysicsComponent* volumePhys = static_cast<PhantomPhysicsComponent*>(volume->GetComponent(COMPONENT_TYPE_PHANTOM_PHYSICS));
PhantomPhysicsComponent* volumePhys = static_cast<PhantomPhysicsComponent*>(volume->GetComponent(eReplicaComponentType::PHANTOM_PHYSICS));
if (!volumePhys) continue;
volumePhys->SetPhysicsEffectActive(true);
EntityManager::Instance()->SerializeEntity(volume);

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@@ -4,12 +4,13 @@
#include "GameMessages.h"
#include "EntityInfo.h"
#include "DestroyableComponent.h"
#include "eReplicaComponentType.h"
void AgImagSmashable::OnDie(Entity* self, Entity* killer) {
bool maxImagGreaterThanZero = false;
if (killer) {
DestroyableComponent* dest = static_cast<DestroyableComponent*>(killer->GetComponent(COMPONENT_TYPE_DESTROYABLE));
DestroyableComponent* dest = static_cast<DestroyableComponent*>(killer->GetComponent(eReplicaComponentType::DESTROYABLE));
if (dest) {
maxImagGreaterThanZero = dest->GetMaxImagination() > 0;
}

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@@ -2,6 +2,7 @@
#include "GameMessages.h"
#include "EntityManager.h"
#include "SkillComponent.h"
#include "eReplicaComponentType.h"
void AgJetEffectServer::OnUse(Entity* self, Entity* user) {
if (inUse) {
@@ -86,12 +87,12 @@ void AgJetEffectServer::OnTimerDone(Entity* self, std::string timerName) {
auto* mortar = entities[selected];
Game::logger->Log("AgJetEffectServer", "Mortar (%i) (&d)", mortar->GetLOT(), mortar->HasComponent(COMPONENT_TYPE_SKILL));
Game::logger->Log("AgJetEffectServer", "Mortar (%i) (&d)", mortar->GetLOT(), mortar->HasComponent(eReplicaComponentType::SKILL));
mortar->SetOwnerOverride(builder);
SkillComponent* skillComponent;
if (!mortar->TryGetComponent(COMPONENT_TYPE_SKILL, skillComponent)) {
if (!mortar->TryGetComponent(eReplicaComponentType::SKILL, skillComponent)) {
return;
}

View File

@@ -1,5 +1,6 @@
#include "AgStromlingProperty.h"
#include "MovementAIComponent.h"
#include "eReplicaComponentType.h"
void AgStromlingProperty::OnStartup(Entity* self) {
auto movementInfo = MovementAIInfo{
@@ -12,5 +13,5 @@ void AgStromlingProperty::OnStartup(Entity* self) {
};
auto* movementAIComponent = new MovementAIComponent(self, movementInfo);
self->AddComponent(COMPONENT_TYPE_MOVEMENT_AI, movementAIComponent);
self->AddComponent(eReplicaComponentType::MOVEMENT_AI, movementAIComponent);
}

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@@ -4,13 +4,14 @@
#include "MissionComponent.h"
#include "RenderComponent.h"
#include "EntityManager.h"
#include "eReplicaComponentType.h"
void GfCampfire::OnStartup(Entity* self) {
self->SetI32(u"counter", static_cast<int32_t>(0));
self->SetProximityRadius(2.0f, "placeholder");
self->SetBoolean(u"isBurning", true);
auto* render = static_cast<RenderComponent*>(self->GetComponent(COMPONENT_TYPE_RENDER));
auto* render = static_cast<RenderComponent*>(self->GetComponent(eReplicaComponentType::RENDER));
if (render == nullptr)
return;
@@ -20,7 +21,7 @@ void GfCampfire::OnStartup(Entity* self) {
void GfCampfire::OnFireEventServerSide(Entity* self, Entity* sender, std::string args, int32_t param1, int32_t param2,
int32_t param3) {
if (args == "physicsReady") {
auto* render = static_cast<RenderComponent*>(self->GetComponent(COMPONENT_TYPE_RENDER));
auto* render = static_cast<RenderComponent*>(self->GetComponent(eReplicaComponentType::RENDER));
render->PlayEffect(295, u"running", "Burn");
}

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@@ -14,6 +14,7 @@
#include "Loot.h"
#include "InventoryComponent.h"
#include "eMissionTaskType.h"
#include "eReplicaComponentType.h"
void SGCannon::OnStartup(Entity* self) {
Game::logger->Log("SGCannon", "OnStartup");
@@ -295,7 +296,7 @@ void SGCannon::OnActivityTimerDone(Entity* self, const std::string& name) {
if (true) {
auto* movementAI = new MovementAIComponent(enemy, {});
enemy->AddComponent(COMPONENT_TYPE_MOVEMENT_AI, movementAI);
enemy->AddComponent(eReplicaComponentType::MOVEMENT_AI, movementAI);
movementAI->SetSpeed(toSpawn.initialSpeed);
movementAI->SetCurrentSpeed(toSpawn.initialSpeed);

View File

@@ -2,12 +2,13 @@
#include "DestroyableComponent.h"
#include "MissionComponent.h"
#include "eMissionState.h"
#include "eReplicaComponentType.h"
void NpcNpSpacemanBob::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) {
if (missionState == eMissionState::READY_TO_COMPLETE && missionID == 173) {
DestroyableComponent* destroyable = static_cast<DestroyableComponent*>(target->GetComponent(COMPONENT_TYPE_DESTROYABLE));
DestroyableComponent* destroyable = static_cast<DestroyableComponent*>(target->GetComponent(eReplicaComponentType::DESTROYABLE));
destroyable->SetImagination(6);
MissionComponent* mission = static_cast<MissionComponent*>(target->GetComponent(COMPONENT_TYPE_MISSION));
MissionComponent* mission = static_cast<MissionComponent*>(target->GetComponent(eReplicaComponentType::MISSION));
mission->CompleteMission(664);
}

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@@ -2,6 +2,7 @@
#include "GameMessages.h"
#include "MissionComponent.h"
#include "Character.h"
#include "eReplicaComponentType.h"
void NsGetFactionMissionServer::OnRespondToMission(Entity* self, int missionID, Entity* player, int reward) {
if (missionID != 474) return;
@@ -44,7 +45,7 @@ void NsGetFactionMissionServer::OnRespondToMission(Entity* self, int missionID,
player->GetCharacter()->SetPlayerFlag(flagID, true);
}
MissionComponent* mis = static_cast<MissionComponent*>(player->GetComponent(COMPONENT_TYPE_MISSION));
MissionComponent* mis = static_cast<MissionComponent*>(player->GetComponent(eReplicaComponentType::MISSION));
for (int mission : factionMissions) {
mis->AcceptMission(mission);

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@@ -1,10 +1,11 @@
#include "NsModularBuild.h"
#include "MissionComponent.h"
#include "eMissionState.h"
#include "eReplicaComponentType.h"
void NsModularBuild::OnModularBuildExit(Entity* self, Entity* player, bool bCompleted, std::vector<LOT> modules) {
if (bCompleted) {
MissionComponent* mission = static_cast<MissionComponent*>(player->GetComponent(COMPONENT_TYPE_MISSION));
MissionComponent* mission = static_cast<MissionComponent*>(player->GetComponent(eReplicaComponentType::MISSION));
if (mission->GetMissionState(m_MissionNum) == eMissionState::ACTIVE) {
for (LOT mod : modules) {

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@@ -4,6 +4,7 @@
#include "SkillComponent.h"
#include "DestroyableComponent.h"
#include "EntityManager.h"
#include "eReplicaComponentType.h"
void SpecialImaginePowerupSpawner::OnStartup(Entity* self) {
self->SetProximityRadius(1.5f, "powerupEnter");
@@ -26,7 +27,7 @@ void SpecialImaginePowerupSpawner::OnProximityUpdate(Entity* self, Entity* enter
GameMessages::SendPlayFXEffect(self, -1, u"pickup", "", LWOOBJID_EMPTY, 1, 1, true);
SkillComponent* skillComponent;
if (!self->TryGetComponent(COMPONENT_TYPE_SKILL, skillComponent)) {
if (!self->TryGetComponent(eReplicaComponentType::SKILL, skillComponent)) {
return;
}
@@ -35,7 +36,7 @@ void SpecialImaginePowerupSpawner::OnProximityUpdate(Entity* self, Entity* enter
skillComponent->CalculateBehavior(13, 20, source);
DestroyableComponent* destroyableComponent;
if (!self->TryGetComponent(COMPONENT_TYPE_DESTROYABLE, destroyableComponent)) {
if (!self->TryGetComponent(eReplicaComponentType::DESTROYABLE, destroyableComponent)) {
return;
}