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

@@ -12,7 +12,7 @@
#include "LevelProgressionComponent.h"
#include "DestroyableComponent.h"
#include "GameMessages.h"
#include "eMissionState.h"
std::map<uint32_t, Precondition*> Preconditions::cache = {};
@@ -142,19 +142,19 @@ bool Precondition::CheckValue(Entity* player, const uint32_t value, bool evaluat
case PreconditionType::HasAchievement:
mission = missionComponent->GetMission(value);
return mission == nullptr || mission->GetMissionState() >= MissionState::MISSION_STATE_COMPLETE;
return mission == nullptr || mission->GetMissionState() >= eMissionState::COMPLETE;
case PreconditionType::MissionAvailable:
mission = missionComponent->GetMission(value);
return mission == nullptr || mission->GetMissionState() >= MissionState::MISSION_STATE_AVAILABLE;
return mission == nullptr || mission->GetMissionState() >= eMissionState::AVAILABLE;
case PreconditionType::OnMission:
mission = missionComponent->GetMission(value);
return mission == nullptr || mission->GetMissionState() >= MissionState::MISSION_STATE_ACTIVE;
return mission == nullptr || mission->GetMissionState() >= eMissionState::ACTIVE;
case PreconditionType::MissionComplete:
mission = missionComponent->GetMission(value);
return mission == nullptr ? false : mission->GetMissionState() >= MissionState::MISSION_STATE_COMPLETE;
return mission == nullptr ? false : mission->GetMissionState() >= eMissionState::COMPLETE;
case PreconditionType::PetDeployed:
return false; // TODO
case PreconditionType::HasFlag: