mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-08-04 09:44:10 +00:00
cleanup enums to make them more consistent
This commit is contained in:
@@ -1,6 +1,7 @@
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#include "NjColeNPC.h"
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#include "MissionComponent.h"
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#include "InventoryComponent.h"
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#include "eMissionState.h"
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void NjColeNPC::OnEmoteReceived(Entity* self, int32_t emote, Entity* target) {
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if (emote != 393) {
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@@ -26,10 +27,10 @@ void NjColeNPC::OnEmoteReceived(Entity* self, int32_t emote, Entity* target) {
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missionComponent->ForceProgressTaskType(1818, 1, 1);
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}
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void NjColeNPC::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState) {
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void NjColeNPC::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) {
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NjNPCMissionSpinjitzuServer::OnMissionDialogueOK(self, target, missionID, missionState);
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if (missionID == 1818 && missionState >= MissionState::MISSION_STATE_READY_TO_COMPLETE) {
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if (missionID == 1818 && missionState >= eMissionState::READY_TO_COMPLETE) {
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auto* missionComponent = target->GetComponent<MissionComponent>();
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auto* inventoryComponent = target->GetComponent<InventoryComponent>();
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@@ -3,5 +3,5 @@
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class NjColeNPC : public NjNPCMissionSpinjitzuServer {
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void OnEmoteReceived(Entity* self, int32_t emote, Entity* target) override;
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void OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState) override;
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void OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) override;
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};
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@@ -1,6 +1,6 @@
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#include "NjJayMissionItems.h"
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void NjJayMissionItems::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState) {
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void NjJayMissionItems::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) {
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NjNPCMissionSpinjitzuServer::OnMissionDialogueOK(self, target, missionID, missionState);
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NPCAddRemoveItem::OnMissionDialogueOK(self, target, missionID, missionState);
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}
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@@ -5,6 +5,6 @@
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#include <map>
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class NjJayMissionItems : public NjNPCMissionSpinjitzuServer, NPCAddRemoveItem {
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void OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState) override;
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void OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) override;
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std::map<uint32_t, std::vector<ItemSetting>> GetSettings() override;
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};
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@@ -1,13 +1,12 @@
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#include "NjNPCMissionSpinjitzuServer.h"
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#include "Character.h"
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#include "EntityManager.h"
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#include "MissionState.h"
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#include "eMissionState.h"
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void NjNPCMissionSpinjitzuServer::OnMissionDialogueOK(Entity* self, Entity* target, int missionID,
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MissionState missionState) {
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void NjNPCMissionSpinjitzuServer::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) {
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const auto& element = self->GetVar<std::u16string>(ElementVariable);
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if (missionID == ElementMissions.at(element) && missionState >= MissionState::MISSION_STATE_READY_TO_COMPLETE) {
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if (missionID == ElementMissions.at(element) && missionState >= eMissionState::READY_TO_COMPLETE) {
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const auto targetID = target->GetObjectID();
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@@ -18,7 +18,7 @@ static std::map<std::u16string, uint32_t> ElementMissions = {
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class NjNPCMissionSpinjitzuServer : public CppScripts::Script {
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public:
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void OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState) override;
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void OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) override;
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private:
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const std::u16string ElementVariable = u"element";
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};
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@@ -3,8 +3,9 @@
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#include "Character.h"
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#include "EntityManager.h"
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#include "GameMessages.h"
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#include "eMissionState.h"
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void NjWuNPC::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState) {
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void NjWuNPC::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) {
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// The Dragon statue daily mission
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if (missionID == m_MainDragonMissionID) {
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@@ -14,8 +15,8 @@ void NjWuNPC::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, M
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return;
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switch (missionState) {
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case MissionState::MISSION_STATE_AVAILABLE:
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case MissionState::MISSION_STATE_COMPLETE_AVAILABLE:
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case eMissionState::AVAILABLE:
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case eMissionState::COMPLETE_AVAILABLE:
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{
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// Reset the sub missions
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for (const auto& subMissionID : m_SubDragonMissionIDs) {
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@@ -33,8 +34,8 @@ void NjWuNPC::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, M
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return;
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}
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case MissionState::MISSION_STATE_READY_TO_COMPLETE:
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case MissionState::MISSION_STATE_COMPLETE_READY_TO_COMPLETE:
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case eMissionState::READY_TO_COMPLETE:
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case eMissionState::COMPLETE_READY_TO_COMPLETE:
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{
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character->SetPlayerFlag(NJ_WU_SHOW_DAILY_CHEST, true);
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@@ -2,7 +2,7 @@
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#include "AmTemplateSkillVolume.h"
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class NjWuNPC : public AmTemplateSkillVolume {
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void OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState) override;
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void OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) override;
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const uint32_t m_MainDragonMissionID = 2040;
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const std::vector<uint32_t> m_SubDragonMissionIDs = { 2064, 2065, 2066, 2067 };
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