cleanup enums to make them more consistent

This commit is contained in:
Aaron Kimbre
2023-01-22 17:38:47 -06:00
parent cff94b6c22
commit faf42d2f8c
133 changed files with 898 additions and 808 deletions

View File

@@ -28,6 +28,7 @@
#include "eItemType.h"
#include "eUnequippableActiveType.h"
#include "CppScripts.h"
#include "eMissionTaskType.h"
InventoryComponent::InventoryComponent(Entity* parent, tinyxml2::XMLDocument* document): Component(parent) {
this->m_Dirty = true;
@@ -196,7 +197,7 @@ void InventoryComponent::AddItem(
auto* item = new Item(lot, inventory, slot, count, config, parent, showFlyingLoot, isModMoveAndEquip, subKey, bound, lootSourceType);
if (missions != nullptr && !IsTransferInventory(inventoryType)) {
missions->Progress(MissionTaskType::MISSION_TASK_TYPE_ITEM_COLLECTION, lot, LWOOBJID_EMPTY, "", count, IsTransferInventory(inventorySourceType));
missions->Progress(eMissionTaskType::GATHER, lot, LWOOBJID_EMPTY, "", count, IsTransferInventory(inventorySourceType));
}
return;
@@ -284,7 +285,7 @@ void InventoryComponent::AddItem(
}
if (missions != nullptr && !IsTransferInventory(inventoryType)) {
missions->Progress(MissionTaskType::MISSION_TASK_TYPE_ITEM_COLLECTION, lot, LWOOBJID_EMPTY, "", count - outOfSpace, IsTransferInventory(inventorySourceType));
missions->Progress(eMissionTaskType::GATHER, lot, LWOOBJID_EMPTY, "", count - outOfSpace, IsTransferInventory(inventorySourceType));
}
}
@@ -373,7 +374,7 @@ void InventoryComponent::MoveItemToInventory(Item* item, const eInventoryType in
if (missionComponent != nullptr) {
if (IsTransferInventory(inventory)) {
missionComponent->Progress(MissionTaskType::MISSION_TASK_TYPE_ITEM_COLLECTION, lot, LWOOBJID_EMPTY, "", -static_cast<int32_t>(count));
missionComponent->Progress(eMissionTaskType::GATHER, lot, LWOOBJID_EMPTY, "", -static_cast<int32_t>(count));
}
}
}
@@ -841,9 +842,9 @@ void InventoryComponent::EquipItem(Item* item, const bool skipChecks) {
const auto type = static_cast<eItemType>(item->GetInfo().itemType);
if (!building && (item->GetLot() == 6086 || type == eItemType::ITEM_TYPE_LOOT_MODEL || type == eItemType::ITEM_TYPE_VEHICLE)) return;
if (!building && (item->GetLot() == 6086 || type == eItemType::LOOT_MODEL || type == eItemType::VEHICLE)) return;
if (type != eItemType::ITEM_TYPE_LOOT_MODEL && type != eItemType::ITEM_TYPE_MODEL) {
if (type != eItemType::LOOT_MODEL && type != eItemType::MODEL) {
if (!item->GetBound() && !item->GetPreconditionExpression()->Check(m_Parent)) {
return;
}
@@ -1202,14 +1203,14 @@ void InventoryComponent::TriggerPassiveAbility(PassiveAbilityTrigger trigger, En
}
}
bool InventoryComponent::HasAnyPassive(const std::vector<ItemSetPassiveAbilityID>& passiveIDs, int32_t equipmentRequirement) const {
bool InventoryComponent::HasAnyPassive(const std::vector<eItemSetPassiveAbilityID>& passiveIDs, int32_t equipmentRequirement) const {
for (auto* set : m_Itemsets) {
if (set->GetEquippedCount() < equipmentRequirement) {
continue;
}
// Check if the set has any of the passive abilities
if (std::find(passiveIDs.begin(), passiveIDs.end(), static_cast<ItemSetPassiveAbilityID>(set->GetID())) != passiveIDs.end()) {
if (std::find(passiveIDs.begin(), passiveIDs.end(), static_cast<eItemSetPassiveAbilityID>(set->GetID())) != passiveIDs.end()) {
return true;
}
}
@@ -1285,15 +1286,15 @@ void InventoryComponent::RemoveDatabasePet(LWOOBJID id) {
BehaviorSlot InventoryComponent::FindBehaviorSlot(const eItemType type) {
switch (type) {
case eItemType::ITEM_TYPE_HAT:
case eItemType::HAT:
return BehaviorSlot::Head;
case eItemType::ITEM_TYPE_NECK:
case eItemType::NECK:
return BehaviorSlot::Neck;
case eItemType::ITEM_TYPE_LEFT_HAND:
case eItemType::LEFT_HAND:
return BehaviorSlot::Offhand;
case eItemType::ITEM_TYPE_RIGHT_HAND:
case eItemType::RIGHT_HAND:
return BehaviorSlot::Primary;
case eItemType::ITEM_TYPE_CONSUMABLE:
case eItemType::CONSUMABLE:
return BehaviorSlot::Consumable;
default:
return BehaviorSlot::Invalid;
@@ -1343,7 +1344,7 @@ std::vector<uint32_t> InventoryComponent::FindBuffs(Item* item, bool castOnEquip
}
if (missions != nullptr && castOnEquip) {
missions->Progress(MissionTaskType::MISSION_TASK_TYPE_SKILL, result.skillID);
missions->Progress(eMissionTaskType::USE_SKILL, result.skillID);
}
// If item is not a proxy, add its buff to the added buffs.