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

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@@ -2,7 +2,8 @@
#include "EntityManager.h"
#include "RenderComponent.h"
#include "MissionComponent.h"
#include "MissionTaskType.h"
#include "eMissionTaskType.h"
#include "eMissionState.h"
#include "Loot.h"
void BootyDigServer::OnStartup(Entity* self) {
@@ -37,8 +38,8 @@ BootyDigServer::OnFireEventServerSide(Entity* self, Entity* sender, std::string
auto* missionComponent = player->GetComponent<MissionComponent>();
if (missionComponent != nullptr) {
auto* mission = missionComponent->GetMission(1881);
if (mission != nullptr && (mission->GetMissionState() == MissionState::MISSION_STATE_ACTIVE || mission->GetMissionState() == MissionState::MISSION_STATE_COMPLETE_ACTIVE)) {
mission->Progress(MissionTaskType::MISSION_TASK_TYPE_SCRIPT, self->GetLOT());
if (mission != nullptr && (mission->GetMissionState() == eMissionState::ACTIVE || mission->GetMissionState() == eMissionState::COMPLETE_ACTIVE)) {
mission->Progress(eMissionTaskType::SCRIPT, self->GetLOT());
auto* renderComponent = self->GetComponent<RenderComponent>();
if (renderComponent != nullptr)

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@@ -3,6 +3,7 @@
#include "GeneralUtils.h"
#include "EntityManager.h"
#include "MissionComponent.h"
#include "eMissionTaskType.h"
void MaestromExtracticatorServer::OnStartup(Entity* self) {
//self:SetNetworkVar("current_anim", failAnim)
@@ -24,7 +25,7 @@ void MaestromExtracticatorServer::OnFireEventServerSide(Entity* self, Entity* se
auto missionComponent = player->GetComponent<MissionComponent>();
if (missionComponent == nullptr) return;
missionComponent->Progress(MissionTaskType::MISSION_TASK_TYPE_SMASH, 14718);
missionComponent->Progress(eMissionTaskType::SMASH, 14718);
CollectSample(self, sender->GetObjectID());
sender->ScheduleKillAfterUpdate();
}

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@@ -3,6 +3,8 @@
#include "ScriptedActivityComponent.h"
#include "GameMessages.h"
#include "LeaderboardManager.h"
#include "eMissionTaskType.h"
#include "eMissionState.h"
#include "MissionComponent.h"
#include <ctime>
@@ -89,7 +91,7 @@ void NpcAgCourseStarter::OnFireEventServerSide(Entity* self, Entity* sender, std
auto* missionComponent = sender->GetComponent<MissionComponent>();
if (missionComponent != nullptr) {
missionComponent->ForceProgressTaskType(1884, 1, 1, false);
missionComponent->Progress(MissionTaskType::MISSION_TASK_TYPE_MINIGAME, -finish, self->GetObjectID(),
missionComponent->Progress(eMissionTaskType::PERFORM_ACTIVITY, -finish, self->GetObjectID(),
"performact_time");
}

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@@ -1,8 +1,8 @@
#include "NpcCowboyServer.h"
#include "MissionState.h"
#include "eMissionState.h"
#include "InventoryComponent.h"
void NpcCowboyServer::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState) {
void NpcCowboyServer::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) {
if (missionID != 1880) {
return;
}
@@ -13,14 +13,14 @@ void NpcCowboyServer::OnMissionDialogueOK(Entity* self, Entity* target, int miss
return;
}
if (missionState == MissionState::MISSION_STATE_COMPLETE_ACTIVE ||
missionState == MissionState::MISSION_STATE_ACTIVE ||
missionState == MissionState::MISSION_STATE_AVAILABLE ||
missionState == MissionState::MISSION_STATE_COMPLETE_AVAILABLE) {
if (missionState == eMissionState::COMPLETE_ACTIVE ||
missionState == eMissionState::ACTIVE ||
missionState == eMissionState::AVAILABLE ||
missionState == eMissionState::COMPLETE_AVAILABLE) {
if (inventoryComponent->GetLotCount(14378) == 0) {
inventoryComponent->AddItem(14378, 1, eLootSourceType::LOOT_SOURCE_NONE);
}
} else if (missionState == MissionState::MISSION_STATE_READY_TO_COMPLETE || missionState == MissionState::MISSION_STATE_COMPLETE_READY_TO_COMPLETE) {
} else if (missionState == eMissionState::READY_TO_COMPLETE || missionState == eMissionState::COMPLETE_READY_TO_COMPLETE) {
inventoryComponent->RemoveItem(14378, 1);
}
}

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@@ -3,5 +3,5 @@
class NpcCowboyServer : public CppScripts::Script
{
void OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState) override;
void OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) override;
};

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@@ -1,7 +1,7 @@
#include "NpcEpsilonServer.h"
#include "GameMessages.h"
void NpcEpsilonServer::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState) {
void NpcEpsilonServer::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) {
//If we are completing the Nexus Force join mission, play the celebration for it:
if (missionID == 1851) {

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@@ -2,6 +2,6 @@
#include "CppScripts.h"
class NpcEpsilonServer : public CppScripts::Script {
void OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState);
void OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState);
};

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@@ -3,24 +3,25 @@
#include "InventoryComponent.h"
#include "MissionComponent.h"
#include "Item.h"
#include "eMissionState.h"
void NpcNjAssistantServer::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState) {
void NpcNjAssistantServer::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) {
if (missionID != mailMission) return;
if (missionState == MissionState::MISSION_STATE_COMPLETE || missionState == MissionState::MISSION_STATE_READY_TO_COMPLETE) {
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));
// If we are ready to complete our missions, we take the kit from you:
if (inv && missionState == MissionState::MISSION_STATE_READY_TO_COMPLETE) {
if (inv && missionState == eMissionState::READY_TO_COMPLETE) {
auto* id = inv->FindItemByLot(14397); //the kit's lot
if (id != nullptr) {
inv->RemoveItem(id->GetLot(), id->GetCount());
}
}
} else if (missionState == MissionState::MISSION_STATE_AVAILABLE) {
} else if (missionState == eMissionState::AVAILABLE) {
auto* missionComponent = static_cast<MissionComponent*>(target->GetComponent(COMPONENT_TYPE_MISSION));
missionComponent->CompleteMission(mailAchievement, true);
}

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@@ -2,7 +2,7 @@
#include "CppScripts.h"
class NpcNjAssistantServer : public CppScripts::Script {
void OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState);
void OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState);
private:
int mailMission = 1728; //mission to get the item out of your mailbox

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@@ -1,17 +1,17 @@
#include "NpcPirateServer.h"
#include "MissionState.h"
#include "eMissionState.h"
#include "InventoryComponent.h"
void NpcPirateServer::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState) {
void NpcPirateServer::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) {
auto* inventory = target->GetComponent<InventoryComponent>();
if (inventory != nullptr && missionID == 1881) {
auto* luckyShovel = inventory->FindItemByLot(14591);
// Add or remove the lucky shovel based on whether the mission was completed or started
if ((missionState == MissionState::MISSION_STATE_AVAILABLE || missionState == MissionState::MISSION_STATE_COMPLETE_AVAILABLE)
if ((missionState == eMissionState::AVAILABLE || missionState == eMissionState::COMPLETE_AVAILABLE)
&& luckyShovel == nullptr) {
inventory->AddItem(14591, 1, eLootSourceType::LOOT_SOURCE_NONE);
} else if (missionState == MissionState::MISSION_STATE_READY_TO_COMPLETE || missionState == MissionState::MISSION_STATE_COMPLETE_READY_TO_COMPLETE) {
} else if (missionState == eMissionState::READY_TO_COMPLETE || missionState == eMissionState::COMPLETE_READY_TO_COMPLETE) {
inventory->RemoveItem(14591, 1);
}
}

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@@ -2,5 +2,5 @@
#include "CppScripts.h"
class NpcPirateServer : public CppScripts::Script {
void OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState) override;
void OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) override;
};

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@@ -3,9 +3,9 @@
#include "EntityManager.h"
#include "Entity.h"
#include "GameMessages.h"
#include "MissionState.h"
#include "eMissionState.h"
void NpcWispServer::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState) {
void NpcWispServer::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) {
if (missionID != 1849 && missionID != 1883)
return;
@@ -17,16 +17,16 @@ void NpcWispServer::OnMissionDialogueOK(Entity* self, Entity* target, int missio
auto* maelstromVacuum = inventory->FindItemByLot(maelstromVacuumLot);
// For the daily we add the maelstrom vacuum if the player doesn't have it yet
if (missionID == 1883 && (missionState == MissionState::MISSION_STATE_AVAILABLE || missionState == MissionState::MISSION_STATE_COMPLETE_AVAILABLE)
if (missionID == 1883 && (missionState == eMissionState::AVAILABLE || missionState == eMissionState::COMPLETE_AVAILABLE)
&& maelstromVacuum == nullptr) {
inventory->AddItem(maelstromVacuumLot, 1, eLootSourceType::LOOT_SOURCE_NONE);
} else if (missionState == MissionState::MISSION_STATE_READY_TO_COMPLETE || missionState == MissionState::MISSION_STATE_COMPLETE_READY_TO_COMPLETE) {
} else if (missionState == eMissionState::READY_TO_COMPLETE || missionState == eMissionState::COMPLETE_READY_TO_COMPLETE) {
inventory->RemoveItem(maelstromVacuumLot, 1);
}
// Next up hide or show the samples based on the mission state
auto visible = 1;
if (missionState == MissionState::MISSION_STATE_READY_TO_COMPLETE || missionState == MissionState::MISSION_STATE_COMPLETE_READY_TO_COMPLETE) {
if (missionState == eMissionState::READY_TO_COMPLETE || missionState == eMissionState::COMPLETE_READY_TO_COMPLETE) {
visible = 0;
}

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@@ -2,5 +2,5 @@
#include "CppScripts.h"
class NpcWispServer : public CppScripts::Script {
void OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState);
void OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState);
};

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@@ -1,7 +1,7 @@
#include "RemoveRentalGear.h"
#include "InventoryComponent.h"
#include "Item.h"
#include "MissionState.h"
#include "eMissionState.h"
#include "Character.h"
/*
@@ -17,10 +17,10 @@
--------------------------------------------------------------
*/
void RemoveRentalGear::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState) {
void RemoveRentalGear::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) {
if (missionID != defaultMission && missionID != 313) return;
if (missionState == MissionState::MISSION_STATE_COMPLETE || missionState == MissionState::MISSION_STATE_READY_TO_COMPLETE) {
if (missionState == eMissionState::COMPLETE || missionState == eMissionState::READY_TO_COMPLETE) {
auto inv = static_cast<InventoryComponent*>(target->GetComponent(COMPONENT_TYPE_INVENTORY));
if (!inv) return;

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@@ -2,7 +2,7 @@
#include "CppScripts.h"
class RemoveRentalGear : public CppScripts::Script {
void OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState);
void OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState);
private:
int defaultMission = 768; //mission to remove gearSets on completion

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@@ -3,6 +3,7 @@
#include "RebuildComponent.h"
#include "InventoryComponent.h"
#include "dZoneManager.h"
#include "eMissionState.h"
void AmDropshipComputer::OnStartup(Entity* self) {
self->AddTimer("reset", 45.0f);
@@ -22,7 +23,7 @@ void AmDropshipComputer::OnUse(Entity* self, Entity* user) {
return;
}
if (inventoryComponent->GetLotCount(m_NexusTalonDataCard) != 0 || missionComponent->GetMission(979)->GetMissionState() == MissionState::MISSION_STATE_COMPLETE) {
if (inventoryComponent->GetLotCount(m_NexusTalonDataCard) != 0 || missionComponent->GetMission(979)->GetMissionState() == eMissionState::COMPLETE) {
return;
}

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@@ -1,9 +1,9 @@
#include "FvFong.h"
#include "Darkitect.h"
#include "MissionState.h"
#include "eMissionState.h"
void FvFong::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState) {
if (missionID == 734 && missionState == MissionState::MISSION_STATE_READY_TO_COMPLETE) {
void FvFong::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) {
if (missionID == 734 && missionState == eMissionState::READY_TO_COMPLETE) {
Darkitect Baron;
Baron.Reveal(self, target);
}

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@@ -4,5 +4,5 @@
class FvFong : public CppScripts::Script
{
public:
void OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState) override;
void OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) override;
};

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@@ -4,6 +4,7 @@
#include "EntityManager.h"
#include "GameMessages.h"
#include "MissionComponent.h"
#include "eMissionState.h"
#include "InventoryComponent.h"
int32_t ImgBrickConsoleQB::ResetBricks = 30;
@@ -71,13 +72,13 @@ void ImgBrickConsoleQB::OnUse(Entity* self, Entity* user) {
auto* inventoryComponent = player->GetComponent<InventoryComponent>();
if (missionComponent != nullptr && inventoryComponent != nullptr) {
if (missionComponent->GetMissionState(1302) == MissionState::MISSION_STATE_ACTIVE) {
if (missionComponent->GetMissionState(1302) == eMissionState::ACTIVE) {
inventoryComponent->RemoveItem(13074, 1);
missionComponent->ForceProgressTaskType(1302, 1, 1);
}
if (missionComponent->GetMissionState(1926) == MissionState::MISSION_STATE_ACTIVE) {
if (missionComponent->GetMissionState(1926) == eMissionState::ACTIVE) {
inventoryComponent->RemoveItem(14472, 1);
missionComponent->ForceProgressTaskType(1926, 1, 1);

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@@ -3,6 +3,7 @@
#include "EntityManager.h"
#include "MissionComponent.h"
#include "RenderComponent.h"
#include "eMissionTaskType.h"
void GfTikiTorch::OnStartup(Entity* self) {
LightTorch(self);
@@ -65,7 +66,7 @@ void GfTikiTorch::OnSkillEventFired(Entity* self, Entity* caster, const std::str
auto* casterMissionComponent = caster->GetComponent<MissionComponent>();
if (casterMissionComponent != nullptr) {
for (const auto missionID : m_missions) {
casterMissionComponent->ForceProgressTaskType(missionID, static_cast<uint32_t>(MissionTaskType::MISSION_TASK_TYPE_SCRIPT), 1);
casterMissionComponent->ForceProgressTaskType(missionID, static_cast<uint32_t>(eMissionTaskType::SCRIPT), 1);
}
}

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@@ -3,6 +3,7 @@
#include "GameMessages.h"
#include "MissionComponent.h"
#include "SkillComponent.h"
#include "eMissionTaskType.h"
//TODO: this has to be updated so that you only get killed if you're in a certain radius.
//And so that all entities in a certain radius are killed, not just the attacker.
@@ -51,14 +52,14 @@ void ExplodingAsset::OnHit(Entity* self, Entity* attacker) {
if (missionComponent != nullptr) {
if (missionID != 0) {
missionComponent->ForceProgressValue(missionID,
static_cast<uint32_t>(MissionTaskType::MISSION_TASK_TYPE_SCRIPT),
static_cast<uint32_t>(eMissionTaskType::SCRIPT),
self->GetLOT(), false);
}
if (!achievementIDs.empty()) {
for (const auto& achievementID : GeneralUtils::SplitString(achievementIDs, u'_')) {
missionComponent->ForceProgressValue(std::stoi(GeneralUtils::UTF16ToWTF8(achievementID)),
static_cast<uint32_t>(MissionTaskType::MISSION_TASK_TYPE_SCRIPT),
static_cast<uint32_t>(eMissionTaskType::SCRIPT),
self->GetLOT());
}
}

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@@ -1,5 +1,7 @@
#include "GrowingFlower.h"
#include "MissionComponent.h"
#include "eMissionTaskType.h"
#include "eMissionState.h"
#include "Loot.h"
void GrowingFlower::OnSkillEventFired(Entity* self, Entity* target, const std::string& message) {
@@ -16,13 +18,13 @@ void GrowingFlower::OnSkillEventFired(Entity* self, Entity* target, const std::s
auto* missionComponent = target->GetComponent<MissionComponent>();
if (missionComponent != nullptr) {
for (const auto mission : achievementIDs)
missionComponent->ForceProgressTaskType(mission, static_cast<uint32_t>(MissionTaskType::MISSION_TASK_TYPE_SCRIPT), 1);
missionComponent->ForceProgressTaskType(mission, static_cast<uint32_t>(eMissionTaskType::SCRIPT), 1);
if (mission1 && missionComponent->GetMissionState(mission1) == MissionState::MISSION_STATE_ACTIVE)
missionComponent->ForceProgressTaskType(mission1, static_cast<uint32_t>(MissionTaskType::MISSION_TASK_TYPE_SCRIPT), 1);
if (mission1 && missionComponent->GetMissionState(mission1) == eMissionState::ACTIVE)
missionComponent->ForceProgressTaskType(mission1, static_cast<uint32_t>(eMissionTaskType::SCRIPT), 1);
if (mission2 && missionComponent->GetMissionState(mission2) == MissionState::MISSION_STATE_ACTIVE)
missionComponent->ForceProgressTaskType(mission2, static_cast<uint32_t>(MissionTaskType::MISSION_TASK_TYPE_SCRIPT), 1);
if (mission2 && missionComponent->GetMissionState(mission2) == eMissionState::ACTIVE)
missionComponent->ForceProgressTaskType(mission2, static_cast<uint32_t>(eMissionTaskType::SCRIPT), 1);
}
}
}

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@@ -1,6 +1,8 @@
#include "ImaginationBackpackHealServer.h"
#include "GameMessages.h"
#include "MissionComponent.h"
#include "eMissionTaskType.h"
#include "eMissionState.h"
void ImaginationBackpackHealServer::OnSkillEventFired(Entity* self, Entity* caster, const std::string& message) {
if (message == "CastImaginationBackpack") {
@@ -11,8 +13,8 @@ void ImaginationBackpackHealServer::OnSkillEventFired(Entity* self, Entity* cast
return;
auto* missionComponent = caster->GetComponent<MissionComponent>();
if (missionComponent != nullptr && missionComponent->GetMissionState(healMission) == MissionState::MISSION_STATE_ACTIVE) {
missionComponent->Progress(MissionTaskType::MISSION_TASK_TYPE_SCRIPT, self->GetLOT());
if (missionComponent != nullptr && missionComponent->GetMissionState(healMission) == eMissionState::ACTIVE) {
missionComponent->Progress(eMissionTaskType::SCRIPT, self->GetLOT());
GameMessages::SendNotifyClientObject(self->GetObjectID(), u"ClearMaelstrom", 0, 0,
caster->GetObjectID(), "", caster->GetSystemAddress());
}

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@@ -5,6 +5,7 @@
#include "Character.h"
#include "PetComponent.h"
#include "User.h"
#include "eMissionState.h"
std::vector<LWOOBJID> PetDigServer::treasures{};
@@ -163,13 +164,13 @@ void PetDigServer::ProgressPetDigMissions(const Entity* owner, const Entity* che
if (missionComponent != nullptr) {
// Can You Dig It progress
const auto digMissionState = missionComponent->GetMissionState(843);
if (digMissionState == MissionState::MISSION_STATE_ACTIVE) {
if (digMissionState == eMissionState::ACTIVE) {
missionComponent->ForceProgress(843, 1216, 1);
}
// Pet Excavator progress
const auto excavatorMissionState = missionComponent->GetMissionState(505);
if (excavatorMissionState == MissionState::MISSION_STATE_ACTIVE) {
if (excavatorMissionState == eMissionState::ACTIVE) {
if (chest->HasVar(u"PetDig")) {
int32_t playerFlag = 1260 + chest->GetVarAs<int32_t>(u"PetDig");
Character* player = owner->GetCharacter();
@@ -193,7 +194,7 @@ void PetDigServer::SpawnPet(Entity* self, const Entity* owner, const DigInfo dig
// Some treasures require a mission to be active
if (digInfo.requiredMission >= 0) {
auto* missionComponent = owner->GetComponent<MissionComponent>();
if (missionComponent != nullptr && missionComponent->GetMissionState(digInfo.requiredMission) < MissionState::MISSION_STATE_ACTIVE) {
if (missionComponent != nullptr && missionComponent->GetMissionState(digInfo.requiredMission) < eMissionState::ACTIVE) {
return;
}
}

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@@ -2,6 +2,7 @@
#include "GameMessages.h"
#include "EntityManager.h"
#include "MissionComponent.h"
#include "eMissionState.h"
void PropertyDevice::OnStartup(Entity* self) {
auto* zoneControl = EntityManager::Instance()->GetZoneControlEntity();
@@ -17,7 +18,7 @@ void PropertyDevice::OnRebuildComplete(Entity* self, Entity* target) {
auto* missionComponent = target->GetComponent<MissionComponent>();
if (missionComponent != nullptr) {
if (missionComponent->GetMissionState(m_PropertyMissionID) == MissionState::MISSION_STATE_ACTIVE) {
if (missionComponent->GetMissionState(m_PropertyMissionID) == eMissionState::ACTIVE) {
GameMessages::SendPlayFXEffect(self->GetObjectID(), 641, u"create", "callhome");
missionComponent->ForceProgress(m_PropertyMissionID, 1793, self->GetLOT());
}

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@@ -3,6 +3,7 @@
#include "Entity.h"
#include "GameMessages.h"
#include "MissionComponent.h"
#include "eMissionState.h"
void TouchMissionUpdateServer::OnStartup(Entity* self) {
self->SetProximityRadius(20, "touchCheck"); // Those does not have a collider for some reason?
@@ -29,7 +30,7 @@ void TouchMissionUpdateServer::OnCollisionPhantom(Entity* self, Entity* target)
const auto state = mission->GetMissionState();
if (state >= MissionState::MISSION_STATE_COMPLETE || mission->GetCompletions() > 1) {
if (state >= eMissionState::COMPLETE || mission->GetCompletions() > 1) {
return;
}

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@@ -2,6 +2,8 @@
#include "GameMessages.h"
#include "EntityManager.h"
#include "MissionComponent.h"
#include "eMissionTaskType.h"
#include "eMissionState.h"
void NtAssemblyTubeServer::OnStartup(Entity* self) {
self->SetProximityRadius(5, "teleport");
@@ -22,7 +24,7 @@ void NtAssemblyTubeServer::OnProximityUpdate(Entity* self, Entity* entering, std
auto* missionComponent = player->GetComponent<MissionComponent>();
if (missionComponent != nullptr) {
missionComponent->Progress(MissionTaskType::MISSION_TASK_TYPE_SCRIPT, self->GetLOT());
missionComponent->Progress(eMissionTaskType::SCRIPT, self->GetLOT());
}
}

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@@ -1,6 +1,7 @@
#include "NtDukeServer.h"
#include "InventoryComponent.h"
#include "MissionComponent.h"
#include "eMissionState.h"
void NtDukeServer::SetVariables(Entity* self) {
self->SetVar<float_t>(m_SpyProximityVariable, 35.0f);
@@ -19,7 +20,7 @@ void NtDukeServer::SetVariables(Entity* self) {
self->SetVar<std::vector<LWOOBJID>>(m_SpyCinematicObjectsVariable, { self->GetObjectID() });
}
void NtDukeServer::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState) {
void NtDukeServer::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) {
// Handles adding and removing the sword for the Crux Prime Sword mission
auto* missionComponent = target->GetComponent<MissionComponent>();
@@ -29,9 +30,9 @@ void NtDukeServer::OnMissionDialogueOK(Entity* self, Entity* target, int mission
auto state = missionComponent->GetMissionState(m_SwordMissionID);
auto lotCount = inventoryComponent->GetLotCount(m_SwordLot);
if ((state == MissionState::MISSION_STATE_AVAILABLE || state == MissionState::MISSION_STATE_ACTIVE) && lotCount < 1) {
if ((state == eMissionState::AVAILABLE || state == eMissionState::ACTIVE) && lotCount < 1) {
inventoryComponent->AddItem(m_SwordLot, 1, eLootSourceType::LOOT_SOURCE_NONE);
} else if (state == MissionState::MISSION_STATE_READY_TO_COMPLETE) {
} else if (state == eMissionState::READY_TO_COMPLETE) {
inventoryComponent->RemoveItem(m_SwordLot, lotCount);
}
}

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@@ -3,7 +3,7 @@
class NtDukeServer : public NtFactionSpyServer {
void SetVariables(Entity* self) override;
void OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState) override;
void OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) override;
const uint32_t m_SwordMissionID = 1448;
const LOT m_SwordLot = 13777;
};

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@@ -3,6 +3,7 @@
#include "MissionComponent.h"
#include "EntityManager.h"
#include "Character.h"
#include "eMissionState.h"
void NtParadoxPanelServer::OnUse(Entity* self, Entity* user) {
GameMessages::SendNotifyClientObject(self->GetObjectID(), u"bActive", 1, 0, user->GetObjectID(), "", user->GetSystemAddress());
@@ -16,7 +17,7 @@ void NtParadoxPanelServer::OnUse(Entity* self, Entity* user) {
const auto playerID = user->GetObjectID();
for (const auto mission : tPlayerOnMissions) {
if (missionComponent->GetMissionState(mission) != MissionState::MISSION_STATE_ACTIVE) {
if (missionComponent->GetMissionState(mission) != eMissionState::ACTIVE) {
continue;
}

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@@ -2,6 +2,7 @@
#include "GameMessages.h"
#include "EntityManager.h"
#include "MissionComponent.h"
#include "eMissionTaskType.h"
void NtParadoxTeleServer::OnStartup(Entity* self) {
self->SetProximityRadius(5, "teleport");
@@ -44,7 +45,7 @@ void NtParadoxTeleServer::OnProximityUpdate(Entity* self, Entity* entering, std:
auto* missionComponent = player->GetComponent<MissionComponent>();
if (missionComponent != nullptr) {
missionComponent->Progress(MissionTaskType::MISSION_TASK_TYPE_SCRIPT, self->GetLOT());
missionComponent->Progress(eMissionTaskType::SCRIPT, self->GetLOT());
}
}

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@@ -2,6 +2,7 @@
#include "PhantomPhysicsComponent.h"
#include "EntityManager.h"
#include "MissionComponent.h"
#include "eMissionTaskType.h"
void NtSentinelWalkwayServer::OnStartup(Entity* self) {
auto* phantomPhysicsComponent = self->GetComponent<PhantomPhysicsComponent>();
@@ -38,6 +39,6 @@ void NtSentinelWalkwayServer::OnProximityUpdate(Entity* self, Entity* entering,
auto* missionComponent = player->GetComponent<MissionComponent>();
if (missionComponent != nullptr) {
missionComponent->Progress(MissionTaskType::MISSION_TASK_TYPE_SCRIPT, self->GetLOT());
missionComponent->Progress(eMissionTaskType::SCRIPT, self->GetLOT());
}
}

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@@ -1,11 +1,11 @@
#include "NtVandaServer.h"
#include "InventoryComponent.h"
#include "MissionState.h"
#include "eMissionState.h"
void NtVandaServer::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState) {
void NtVandaServer::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) {
// Removes the alien parts after completing the mission
if (missionID == m_AlienPartMissionID && missionState == MissionState::MISSION_STATE_READY_TO_COMPLETE) {
if (missionID == m_AlienPartMissionID && missionState == eMissionState::READY_TO_COMPLETE) {
auto* inventoryComponent = target->GetComponent<InventoryComponent>();
for (const auto& alienPartLot : m_AlienPartLots) {
inventoryComponent->RemoveItem(alienPartLot, 1);

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@@ -2,7 +2,7 @@
#include "CppScripts.h"
class NtVandaServer : public CppScripts::Script {
void OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState) override;
void OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) override;
const uint32_t m_AlienPartMissionID = 1183;
const std::vector<LOT> m_AlienPartLots = { 12479, 12480, 12481 };
};

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@@ -1,6 +1,7 @@
#include "NtVentureSpeedPadServer.h"
#include "SkillComponent.h"
#include "MissionComponent.h"
#include "eMissionTaskType.h"
void NtVentureSpeedPadServer::OnStartup(Entity* self) {
self->SetProximityRadius(3, "speedboost");
@@ -17,7 +18,7 @@ void NtVentureSpeedPadServer::OnProximityUpdate(Entity* self, Entity* entering,
auto* missionComponent = player->GetComponent<MissionComponent>();
if (missionComponent != nullptr) {
missionComponent->Progress(MissionTaskType::MISSION_TASK_TYPE_SCRIPT, self->GetLOT());
missionComponent->Progress(eMissionTaskType::SCRIPT, self->GetLOT());
}
auto* skillComponent = player->GetComponent<SkillComponent>();

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@@ -2,6 +2,7 @@
#include "InventoryComponent.h"
#include "GameMessages.h"
#include "MissionComponent.h"
#include "eMissionState.h"
void SpawnGryphonServer::SetVariables(Entity* self) {
self->SetVar<LOT>(u"petLOT", 12433);
@@ -17,7 +18,7 @@ void SpawnGryphonServer::OnUse(Entity* self, Entity* user) {
// Little extra for handling the case of the egg being placed the first time
if (missionComponent != nullptr && inventoryComponent != nullptr
&& missionComponent->GetMissionState(1391) == MissionState::MISSION_STATE_ACTIVE) {
&& missionComponent->GetMissionState(1391) == eMissionState::ACTIVE) {
inventoryComponent->RemoveItem(12483, inventoryComponent->GetLotCount(12483));
GameMessages::SendTerminateInteraction(user->GetObjectID(), FROM_INTERACTION, self->GetObjectID());
return;

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@@ -6,6 +6,7 @@
#include "dZoneManager.h"
#include "RenderComponent.h"
#include "MissionComponent.h"
#include "eMissionState.h"
void ZoneAgProperty::SetGameVariables(Entity* self) {
self->SetVar<std::string>(GuardGroup, "Guard");
@@ -80,7 +81,7 @@ void ZoneAgProperty::PropGuardCheck(Entity* self, Entity* player) {
const auto state = missionComponent->GetMissionState(self->GetVar<uint32_t>(guardMissionFlag));
const auto firstState = missionComponent->GetMissionState(self->GetVar<uint32_t>(guardFirstMissionFlag));
if (firstState < MissionState::MISSION_STATE_COMPLETE || (state != MissionState::MISSION_STATE_COMPLETE && state != MissionState::MISSION_STATE_COMPLETE_READY_TO_COMPLETE))
if (firstState < eMissionState::COMPLETE || (state != eMissionState::COMPLETE && state != eMissionState::COMPLETE_READY_TO_COMPLETE))
ActivateSpawner(self->GetVar<std::string>(PropertyMGSpawner));
}
@@ -304,13 +305,13 @@ void ZoneAgProperty::OnZonePropertyModelPlaced(Entity* self, Entity* player) {
if (!character->GetPlayerFlag(101)) {
BaseZonePropertyModelPlaced(self, player);
character->SetPlayerFlag(101, true);
if (missionComponent->GetMissionState(871) == MissionState::MISSION_STATE_ACTIVE) {
if (missionComponent->GetMissionState(871) == eMissionState::ACTIVE) {
self->SetNetworkVar<std::u16string>(u"Tooltip", u"AnotherModel");
}
} else if (!character->GetPlayerFlag(102)) {
character->SetPlayerFlag(102, true);
if (missionComponent->GetMissionState(871) == MissionState::MISSION_STATE_ACTIVE) {
if (missionComponent->GetMissionState(871) == eMissionState::ACTIVE) {
self->SetNetworkVar<std::u16string>(u"Tooltip", u"TwoMoreModels");
}
@@ -331,7 +332,7 @@ void ZoneAgProperty::OnZonePropertyModelPickedUp(Entity* self, Entity* player) {
if (!character->GetPlayerFlag(109)) {
character->SetPlayerFlag(109, true);
if (missionComponent->GetMissionState(891) == MissionState::MISSION_STATE_ACTIVE && !character->GetPlayerFlag(110)) {
if (missionComponent->GetMissionState(891) == eMissionState::ACTIVE && !character->GetPlayerFlag(110)) {
self->SetNetworkVar<std::u16string>(u"Tooltip", u"Rotate");
}
}
@@ -353,7 +354,7 @@ void ZoneAgProperty::OnZonePropertyModelRotated(Entity* self, Entity* player) {
if (!character->GetPlayerFlag(110)) {
character->SetPlayerFlag(110, true);
if (missionComponent->GetMissionState(891) == MissionState::MISSION_STATE_ACTIVE) {
if (missionComponent->GetMissionState(891) == eMissionState::ACTIVE) {
self->SetNetworkVar<std::u16string>(u"Tooltip", u"PlaceModel");
self->SetVar<std::string>(u"tutorial", "place_model");
}

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@@ -1,5 +1,6 @@
#include "SsModularBuildServer.h"
#include "MissionComponent.h"
#include "eMissionState.h"
void SsModularBuildServer::OnModularBuildExit(Entity* self, Entity* player, bool bCompleted, std::vector<LOT> modules) {
int missionNum = 1732;
@@ -8,7 +9,7 @@ void SsModularBuildServer::OnModularBuildExit(Entity* self, Entity* player, bool
MissionComponent* mission = static_cast<MissionComponent*>(player->GetComponent(COMPONENT_TYPE_MISSION));
Mission* rocketMission = mission->GetMission(missionNum);
if (rocketMission->GetMissionState() == MissionState::MISSION_STATE_ACTIVE) {
if (rocketMission->GetMissionState() == eMissionState::ACTIVE) {
mission->ForceProgress(missionNum, 2478, 1);
}
}

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@@ -3,10 +3,11 @@
#include "EntityManager.h"
#include "MissionComponent.h"
#include "GameMessages.h"
#include "eMissionState.h"
void VeBricksampleServer::OnUse(Entity* self, Entity* user) {
auto* missionComponent = user->GetComponent<MissionComponent>();
if (missionComponent != nullptr && missionComponent->GetMissionState(1183) == MissionState::MISSION_STATE_ACTIVE) {
if (missionComponent != nullptr && missionComponent->GetMissionState(1183) == eMissionState::ACTIVE) {
const auto loot = self->GetVar<int32_t>(m_LootVariable);
auto* inventoryComponent = user->GetComponent<InventoryComponent>();

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@@ -2,17 +2,17 @@
#include "Character.h"
#include "EntityManager.h"
#include "GameMessages.h"
#include "MissionState.h"
#include "eMissionState.h"
#include "Entity.h"
void VeEpsilonServer::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState) {
void VeEpsilonServer::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) {
auto* character = target->GetCharacter();
if (character == nullptr)
return;
// Resets the player flags that track which consoles they've used
if ((missionID == m_ConsoleMissionID || missionID == m_ConsoleRepeatMissionID)
&& (missionState == MissionState::MISSION_STATE_AVAILABLE || missionState == MissionState::MISSION_STATE_COMPLETE_AVAILABLE)) {
&& (missionState == eMissionState::AVAILABLE || missionState == eMissionState::COMPLETE_AVAILABLE)) {
for (auto i = 0; i < 10; i++) {
character->SetPlayerFlag(m_ConsoleBaseFlag + i, false);

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@@ -2,7 +2,7 @@
#include "CppScripts.h"
class VeEpsilonServer : public CppScripts::Script {
void OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState) override;
void OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) override;
const uint32_t m_ConsoleMissionID = 1220;
const uint32_t m_ConsoleRepeatMissionID = 1225;
const uint32_t m_ConsoleBaseFlag = 1010;

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@@ -1,6 +1,7 @@
#include "NjColeNPC.h"
#include "MissionComponent.h"
#include "InventoryComponent.h"
#include "eMissionState.h"
void NjColeNPC::OnEmoteReceived(Entity* self, int32_t emote, Entity* target) {
if (emote != 393) {
@@ -26,10 +27,10 @@ void NjColeNPC::OnEmoteReceived(Entity* self, int32_t emote, Entity* target) {
missionComponent->ForceProgressTaskType(1818, 1, 1);
}
void NjColeNPC::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState) {
void NjColeNPC::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) {
NjNPCMissionSpinjitzuServer::OnMissionDialogueOK(self, target, missionID, missionState);
if (missionID == 1818 && missionState >= MissionState::MISSION_STATE_READY_TO_COMPLETE) {
if (missionID == 1818 && missionState >= eMissionState::READY_TO_COMPLETE) {
auto* missionComponent = target->GetComponent<MissionComponent>();
auto* inventoryComponent = target->GetComponent<InventoryComponent>();

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@@ -3,5 +3,5 @@
class NjColeNPC : public NjNPCMissionSpinjitzuServer {
void OnEmoteReceived(Entity* self, int32_t emote, Entity* target) override;
void OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState) override;
void OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) override;
};

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@@ -1,6 +1,6 @@
#include "NjJayMissionItems.h"
void NjJayMissionItems::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState) {
void NjJayMissionItems::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) {
NjNPCMissionSpinjitzuServer::OnMissionDialogueOK(self, target, missionID, missionState);
NPCAddRemoveItem::OnMissionDialogueOK(self, target, missionID, missionState);
}

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@@ -5,6 +5,6 @@
#include <map>
class NjJayMissionItems : public NjNPCMissionSpinjitzuServer, NPCAddRemoveItem {
void OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState) override;
void OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) override;
std::map<uint32_t, std::vector<ItemSetting>> GetSettings() override;
};

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@@ -1,13 +1,12 @@
#include "NjNPCMissionSpinjitzuServer.h"
#include "Character.h"
#include "EntityManager.h"
#include "MissionState.h"
#include "eMissionState.h"
void NjNPCMissionSpinjitzuServer::OnMissionDialogueOK(Entity* self, Entity* target, int missionID,
MissionState missionState) {
void NjNPCMissionSpinjitzuServer::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) {
const auto& element = self->GetVar<std::u16string>(ElementVariable);
if (missionID == ElementMissions.at(element) && missionState >= MissionState::MISSION_STATE_READY_TO_COMPLETE) {
if (missionID == ElementMissions.at(element) && missionState >= eMissionState::READY_TO_COMPLETE) {
const auto targetID = target->GetObjectID();

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@@ -18,7 +18,7 @@ static std::map<std::u16string, uint32_t> ElementMissions = {
class NjNPCMissionSpinjitzuServer : public CppScripts::Script {
public:
void OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState) override;
void OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) override;
private:
const std::u16string ElementVariable = u"element";
};

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@@ -3,8 +3,9 @@
#include "Character.h"
#include "EntityManager.h"
#include "GameMessages.h"
#include "eMissionState.h"
void NjWuNPC::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState) {
void NjWuNPC::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) {
// The Dragon statue daily mission
if (missionID == m_MainDragonMissionID) {
@@ -14,8 +15,8 @@ void NjWuNPC::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, M
return;
switch (missionState) {
case MissionState::MISSION_STATE_AVAILABLE:
case MissionState::MISSION_STATE_COMPLETE_AVAILABLE:
case eMissionState::AVAILABLE:
case eMissionState::COMPLETE_AVAILABLE:
{
// Reset the sub missions
for (const auto& subMissionID : m_SubDragonMissionIDs) {
@@ -33,8 +34,8 @@ void NjWuNPC::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, M
return;
}
case MissionState::MISSION_STATE_READY_TO_COMPLETE:
case MissionState::MISSION_STATE_COMPLETE_READY_TO_COMPLETE:
case eMissionState::READY_TO_COMPLETE:
case eMissionState::COMPLETE_READY_TO_COMPLETE:
{
character->SetPlayerFlag(NJ_WU_SHOW_DAILY_CHEST, true);

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@@ -2,7 +2,7 @@
#include "AmTemplateSkillVolume.h"
class NjWuNPC : public AmTemplateSkillVolume {
void OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState) override;
void OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) override;
const uint32_t m_MainDragonMissionID = 2040;
const std::vector<uint32_t> m_SubDragonMissionIDs = { 2064, 2065, 2066, 2067 };