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use references to actor in script, name scripts better

This commit is contained in:
GokuWeedLord 2017-12-11 22:21:37 +11:00
parent de1964907b
commit 0b63e6a0bf
5 changed files with 32 additions and 51 deletions

View file

@ -1,15 +1,15 @@
#include "../ScriptObject.h"
class Action3 : public ActionScript
class ActionSprint : public ActionScript
{
public:
Action3() : ActionScript( "ActionScript3", 3 )
ActionSprint() : ActionScript( "ActionSprint", 3 )
{}
virtual void onCastFinish( Core::Entity::Player& player, Core::Entity::ActorPtr targetActor )
virtual void onCastFinish( Core::Entity::Player& player, Core::Entity::Actor& targetActor )
{
player.addStatusEffectByIdIfNotExist( 50, 20000, player, 30 );
}
};
EXPORT_ACTIONSCRIPT( Action3 )
EXPORT_ACTIONSCRIPT( ActionSprint )

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@ -1,29 +0,0 @@
#include "../ScriptObject.h"
class Status50 : public StatusEffectScript
{
public:
Status50() : StatusEffectScript( "StatusEffect50", 50 )
{}
virtual void onTick( Core::Entity::ActorPtr actor )
{
if( actor->isPlayer() )
actor->getAsPlayer()->sendDebug( "tick tock bitch" );
}
virtual void onApply( Entity::ActorPtr actor )
{
if( actor->isPlayer() )
actor->getAsPlayer()->sendDebug( "status50 applied" );
}
virtual void onExpire( Entity::ActorPtr actor )
{
if( actor->isPlayer() )
actor->getAsPlayer()->sendDebug( "status50 timed out" );
}
};
EXPORT_STATUSEFFECTSCRIPT( Status50 )

View file

@ -0,0 +1,10 @@
#include "../ScriptObject.h"
class StatusSprint : public StatusEffectScript
{
public:
StatusSprint() : StatusEffectScript( "StatusSprint", 50 )
{}
};
EXPORT_STATUSEFFECTSCRIPT( StatusSprint )

View file

@ -55,14 +55,14 @@ public:
ScriptObject( name, effectId )
{ }
virtual void onTick( Entity::ActorPtr actor ) { }
virtual void onApply( Entity::ActorPtr actor ) { }
virtual void onRemove( Entity::ActorPtr actor ) { }
virtual void onExpire(Entity::ActorPtr actor) { }
virtual void onPlayerCollision( Entity::ActorPtr actor, Entity::ActorPtr actorHit ) { }
virtual void onPlayerFinishCast( Entity::ActorPtr actor ) { }
virtual void onPlayerDamaged( Entity::ActorPtr actor ) { }
virtual void onPlayerDeath( Entity::ActorPtr actor ) { }
virtual void onTick( Entity::Actor& actor ) { }
virtual void onApply( Entity::Actor& actor ) { }
virtual void onRemove( Entity::Actor& actor ) { }
virtual void onExpire( Entity::Actor& actor ) { }
virtual void onPlayerCollision( Entity::Actor& actor, Entity::Actor& actorHit ) { }
virtual void onPlayerFinishCast( Entity::Actor& actor ) { }
virtual void onPlayerDamaged( Entity::Actor& actor ) { }
virtual void onPlayerDeath( Entity::Actor& actor ) { }
};
@ -73,9 +73,9 @@ public:
ScriptObject( name, abilityId )
{ }
virtual void onStart( Entity::Actor sourceActor, Entity::ActorPtr targetActor ) { }
virtual void onCastFinish( Entity::Player& player, Entity::ActorPtr targetActor ) { }
virtual void onInterrupt( Entity::ActorPtr sourceActor/*, Core::Entity::Actor targetActor*/ ) { }
virtual void onStart( Entity::Actor& sourceActor, Entity::Actor& targetActor ) { }
virtual void onCastFinish( Entity::Player& player, Entity::Actor& targetActor ) { }
virtual void onInterrupt( Entity::Actor& sourceActor/*, Core::Entity::Actor targetActor*/ ) { }
};

View file

@ -388,7 +388,7 @@ bool Core::Scripting::ScriptManager::onCastFinish( Entity::Player& player, Entit
auto script = m_nativeScriptHandler->getAbilityScript( actionId );
if( script )
script->onCastFinish( player, pTarget );
script->onCastFinish( player, *pTarget );
return true;
}
@ -399,9 +399,9 @@ bool Core::Scripting::ScriptManager::onStatusReceive( Entity::ActorPtr pActor, u
if( script )
{
if( pActor->isPlayer() )
pActor->getAsPlayer()->sendDebug( "Calling status recieve for statusid: " + effectId );
pActor->getAsPlayer()->sendDebug( "Calling status receive for statusid: " + std::to_string( effectId ) );
script->onApply( pActor );
script->onApply( *pActor );
return true;
}
@ -415,9 +415,9 @@ bool Core::Scripting::ScriptManager::onStatusTick( Entity::ActorPtr pActor, Core
if( script )
{
if( pActor->isPlayer() )
pActor->getAsPlayer()->sendDebug( "Calling status tick for statusid: " + effect.getId() );
pActor->getAsPlayer()->sendDebug( "Calling status tick for statusid: " + std::to_string( effect.getId() ) );
script->onTick( pActor );
script->onTick( *pActor );
return true;
}
@ -431,9 +431,9 @@ bool Core::Scripting::ScriptManager::onStatusTimeOut( Entity::ActorPtr pActor, u
if( script )
{
if( pActor->isPlayer() )
pActor->getAsPlayer()->sendDebug( "Calling status tick for statusid: " + effectId );
pActor->getAsPlayer()->sendDebug( "Calling status timeout for statusid: " + std::to_string( effectId ) );
script->onExpire( pActor );
script->onExpire( *pActor );
return true;
}