This LUA scripting implementation uses the sol header only C++ wrapper for the native LUA libraries.
The API does not follow the original LU scripting. Each instance of a script is in its own LUA-State, and has 'self' as a global. There are hooks to all the implemented CppScript methods, as well as a subset of the entity functionallity. Has to be expanded upon.
This is local work which has been sitting for awhile; thought someone might like to take a look at it.
* added tracking of the Pet Excavator achievement
* make Pet Extractor Progress Zone specific
* added tracking of Pet Excavator Achievement using player flags
* Fixed tab indent
* Fully implemented Achievement tracking for Shooting Gallery
- Removed logging in MissionTask.cpp and moved the checks for mission progression to after checking the instance.
- Implemented the achievement tracking in SGCannon as well as tracking of the maximum hit streak and progression of enemy smashes in the shooting gallery.
* Grammatical changes in comments
* Grammatical fixes in comments
Small grammatical fixes found in comments throughout the code.
* Added descriptions to functions
Added descriptions to functions that didn't have them to keep the code well documented
* Created RacingTaskParam.h
Created RacingTaskParam so eliminate magic numbers in the original implementation of completing racing missions.
* Updated magic numbers in Mission.cpp
Updated magic numbers in Mission.cpp to a meaningful name.
* Implemented racing smashable task progression
Previously, races did not progress tasks for smashing Entities. Now all achievements tracking smashables track them correctly. This has been implemented in the three Entities that can be smashed in a race (imagination boxes, track specific smashables, Forbidden Valley dragon eggs).
* Updated race imagination task progression
Race imagination now no longer uses a magic number when passed to missionComponent. Instead we use a number defined in an enum located in RacingTaskParam.h
* Updated Race task checks
Racing tasks for completing races without smashing now no longer auto complete the whole chain of missions. Tasks that track placing on tracks and races overall now properly complete. Tasks that count how many missions in a zone are completed now function. Tasks that track race completions in multiple areas now function.
* Updated RacingControlComponent.cpp
Fixed any tasks that required 3 players to now require 3 or more players in a race to progress. This restriction is ignored if the world config opted in for solo racing to allow progression in solo worlds. Updated magic numbers sent into missionComponent->Progress to an enum created in this PR. Fixed some indentation.
* Fixed a grammatical error in variable name
Fixed a grammatical error in the enum for task params
Implemented a script for the crux prime dragons to spawn the Golem Quick Build that insta kills the Entity if the player hits the dragon after the golem is built. Tested on Local Ubuntu instance against 1 Crux Prime Maelstrom Dragon and 1 Butterscorch and had no issues building the quick build or with the enemy not smashing. Enemies also correctly reset to their default behavior after the stun period has expired.