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https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-08-04 09:44:10 +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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@@ -4,6 +4,7 @@
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#include "GameMessages.h"
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#include "PhantomPhysicsComponent.h"
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#include "RenderComponent.h"
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#include "eReplicaComponentType.h"
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void AgFans::OnStartup(Entity* self) {
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self->SetVar<bool>(u"alive", true);
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@@ -11,7 +12,7 @@ void AgFans::OnStartup(Entity* self) {
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ToggleFX(self, false);
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auto* renderComponent = static_cast<RenderComponent*>(self->GetComponent(COMPONENT_TYPE_RENDER));
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auto* renderComponent = static_cast<RenderComponent*>(self->GetComponent(eReplicaComponentType::RENDER));
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if (renderComponent == nullptr) {
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return;
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@@ -24,7 +25,7 @@ void AgFans::ToggleFX(Entity* self, bool hit) {
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std::string fanGroup = self->GetGroups()[0];
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std::vector<Entity*> fanVolumes = EntityManager::Instance()->GetEntitiesInGroup(fanGroup);
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auto* renderComponent = static_cast<RenderComponent*>(self->GetComponent(COMPONENT_TYPE_RENDER));
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auto* renderComponent = static_cast<RenderComponent*>(self->GetComponent(eReplicaComponentType::RENDER));
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if (renderComponent == nullptr) {
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return;
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@@ -39,7 +40,7 @@ void AgFans::ToggleFX(Entity* self, bool hit) {
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self->SetVar<bool>(u"on", false);
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for (Entity* volume : fanVolumes) {
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PhantomPhysicsComponent* volumePhys = static_cast<PhantomPhysicsComponent*>(volume->GetComponent(COMPONENT_TYPE_PHANTOM_PHYSICS));
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PhantomPhysicsComponent* volumePhys = static_cast<PhantomPhysicsComponent*>(volume->GetComponent(eReplicaComponentType::PHANTOM_PHYSICS));
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if (!volumePhys) continue;
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volumePhys->SetPhysicsEffectActive(false);
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EntityManager::Instance()->SerializeEntity(volume);
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@@ -55,7 +56,7 @@ void AgFans::ToggleFX(Entity* self, bool hit) {
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self->SetVar<bool>(u"on", true);
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for (Entity* volume : fanVolumes) {
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PhantomPhysicsComponent* volumePhys = static_cast<PhantomPhysicsComponent*>(volume->GetComponent(COMPONENT_TYPE_PHANTOM_PHYSICS));
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PhantomPhysicsComponent* volumePhys = static_cast<PhantomPhysicsComponent*>(volume->GetComponent(eReplicaComponentType::PHANTOM_PHYSICS));
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if (!volumePhys) continue;
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volumePhys->SetPhysicsEffectActive(true);
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EntityManager::Instance()->SerializeEntity(volume);
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@@ -4,12 +4,13 @@
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#include "GameMessages.h"
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#include "EntityInfo.h"
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#include "DestroyableComponent.h"
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#include "eReplicaComponentType.h"
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void AgImagSmashable::OnDie(Entity* self, Entity* killer) {
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bool maxImagGreaterThanZero = false;
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if (killer) {
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DestroyableComponent* dest = static_cast<DestroyableComponent*>(killer->GetComponent(COMPONENT_TYPE_DESTROYABLE));
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DestroyableComponent* dest = static_cast<DestroyableComponent*>(killer->GetComponent(eReplicaComponentType::DESTROYABLE));
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if (dest) {
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maxImagGreaterThanZero = dest->GetMaxImagination() > 0;
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}
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@@ -2,6 +2,7 @@
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#include "GameMessages.h"
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#include "EntityManager.h"
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#include "SkillComponent.h"
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#include "eReplicaComponentType.h"
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void AgJetEffectServer::OnUse(Entity* self, Entity* user) {
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if (inUse) {
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@@ -86,12 +87,12 @@ void AgJetEffectServer::OnTimerDone(Entity* self, std::string timerName) {
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auto* mortar = entities[selected];
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Game::logger->Log("AgJetEffectServer", "Mortar (%i) (&d)", mortar->GetLOT(), mortar->HasComponent(COMPONENT_TYPE_SKILL));
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Game::logger->Log("AgJetEffectServer", "Mortar (%i) (&d)", mortar->GetLOT(), mortar->HasComponent(eReplicaComponentType::SKILL));
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mortar->SetOwnerOverride(builder);
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SkillComponent* skillComponent;
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if (!mortar->TryGetComponent(COMPONENT_TYPE_SKILL, skillComponent)) {
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if (!mortar->TryGetComponent(eReplicaComponentType::SKILL, skillComponent)) {
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return;
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}
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@@ -1,5 +1,6 @@
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#include "AgStromlingProperty.h"
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#include "MovementAIComponent.h"
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#include "eReplicaComponentType.h"
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void AgStromlingProperty::OnStartup(Entity* self) {
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auto movementInfo = MovementAIInfo{
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@@ -12,5 +13,5 @@ void AgStromlingProperty::OnStartup(Entity* self) {
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};
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auto* movementAIComponent = new MovementAIComponent(self, movementInfo);
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self->AddComponent(COMPONENT_TYPE_MOVEMENT_AI, movementAIComponent);
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self->AddComponent(eReplicaComponentType::MOVEMENT_AI, movementAIComponent);
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}
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