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use references to actor in script, name scripts better
This commit is contained in:
parent
de1964907b
commit
0b63e6a0bf
5 changed files with 32 additions and 51 deletions
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@ -1,15 +1,15 @@
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#include "../ScriptObject.h"
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#include "../ScriptObject.h"
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class Action3 : public ActionScript
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class ActionSprint : public ActionScript
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{
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{
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public:
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public:
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Action3() : ActionScript( "ActionScript3", 3 )
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ActionSprint() : ActionScript( "ActionSprint", 3 )
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{}
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{}
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virtual void onCastFinish( Core::Entity::Player& player, Core::Entity::ActorPtr targetActor )
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virtual void onCastFinish( Core::Entity::Player& player, Core::Entity::Actor& targetActor )
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{
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{
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player.addStatusEffectByIdIfNotExist( 50, 20000, player, 30 );
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player.addStatusEffectByIdIfNotExist( 50, 20000, player, 30 );
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}
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}
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};
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};
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EXPORT_ACTIONSCRIPT( Action3 )
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EXPORT_ACTIONSCRIPT( ActionSprint )
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@ -1,29 +0,0 @@
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#include "../ScriptObject.h"
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class Status50 : public StatusEffectScript
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{
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public:
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Status50() : StatusEffectScript( "StatusEffect50", 50 )
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{}
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virtual void onTick( Core::Entity::ActorPtr actor )
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{
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if( actor->isPlayer() )
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actor->getAsPlayer()->sendDebug( "tick tock bitch" );
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}
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virtual void onApply( Entity::ActorPtr actor )
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{
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if( actor->isPlayer() )
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actor->getAsPlayer()->sendDebug( "status50 applied" );
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}
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virtual void onExpire( Entity::ActorPtr actor )
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{
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if( actor->isPlayer() )
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actor->getAsPlayer()->sendDebug( "status50 timed out" );
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}
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};
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EXPORT_STATUSEFFECTSCRIPT( Status50 )
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10
scripts/native/statuseffect/StatusSprint.cpp
Normal file
10
scripts/native/statuseffect/StatusSprint.cpp
Normal file
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@ -0,0 +1,10 @@
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#include "../ScriptObject.h"
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class StatusSprint : public StatusEffectScript
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{
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public:
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StatusSprint() : StatusEffectScript( "StatusSprint", 50 )
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{}
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};
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EXPORT_STATUSEFFECTSCRIPT( StatusSprint )
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@ -55,14 +55,14 @@ public:
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ScriptObject( name, effectId )
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ScriptObject( name, effectId )
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{ }
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{ }
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virtual void onTick( Entity::ActorPtr actor ) { }
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virtual void onTick( Entity::Actor& actor ) { }
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virtual void onApply( Entity::ActorPtr actor ) { }
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virtual void onApply( Entity::Actor& actor ) { }
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virtual void onRemove( Entity::ActorPtr actor ) { }
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virtual void onRemove( Entity::Actor& actor ) { }
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virtual void onExpire(Entity::ActorPtr actor) { }
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virtual void onExpire( Entity::Actor& actor ) { }
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virtual void onPlayerCollision( Entity::ActorPtr actor, Entity::ActorPtr actorHit ) { }
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virtual void onPlayerCollision( Entity::Actor& actor, Entity::Actor& actorHit ) { }
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virtual void onPlayerFinishCast( Entity::ActorPtr actor ) { }
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virtual void onPlayerFinishCast( Entity::Actor& actor ) { }
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virtual void onPlayerDamaged( Entity::ActorPtr actor ) { }
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virtual void onPlayerDamaged( Entity::Actor& actor ) { }
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virtual void onPlayerDeath( Entity::ActorPtr actor ) { }
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virtual void onPlayerDeath( Entity::Actor& actor ) { }
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};
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};
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@ -73,9 +73,9 @@ public:
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ScriptObject( name, abilityId )
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ScriptObject( name, abilityId )
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{ }
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{ }
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virtual void onStart( Entity::Actor sourceActor, Entity::ActorPtr targetActor ) { }
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virtual void onStart( Entity::Actor& sourceActor, Entity::Actor& targetActor ) { }
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virtual void onCastFinish( Entity::Player& player, Entity::ActorPtr targetActor ) { }
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virtual void onCastFinish( Entity::Player& player, Entity::Actor& targetActor ) { }
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virtual void onInterrupt( Entity::ActorPtr sourceActor/*, Core::Entity::Actor targetActor*/ ) { }
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virtual void onInterrupt( Entity::Actor& sourceActor/*, Core::Entity::Actor targetActor*/ ) { }
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};
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};
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@ -388,7 +388,7 @@ bool Core::Scripting::ScriptManager::onCastFinish( Entity::Player& player, Entit
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auto script = m_nativeScriptHandler->getAbilityScript( actionId );
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auto script = m_nativeScriptHandler->getAbilityScript( actionId );
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if( script )
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if( script )
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script->onCastFinish( player, pTarget );
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script->onCastFinish( player, *pTarget );
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return true;
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return true;
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}
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}
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@ -399,9 +399,9 @@ bool Core::Scripting::ScriptManager::onStatusReceive( Entity::ActorPtr pActor, u
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if( script )
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if( script )
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{
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{
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if( pActor->isPlayer() )
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if( pActor->isPlayer() )
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pActor->getAsPlayer()->sendDebug( "Calling status recieve for statusid: " + effectId );
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pActor->getAsPlayer()->sendDebug( "Calling status receive for statusid: " + std::to_string( effectId ) );
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script->onApply( pActor );
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script->onApply( *pActor );
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return true;
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return true;
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}
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}
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@ -415,9 +415,9 @@ bool Core::Scripting::ScriptManager::onStatusTick( Entity::ActorPtr pActor, Core
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if( script )
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if( script )
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{
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{
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if( pActor->isPlayer() )
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if( pActor->isPlayer() )
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pActor->getAsPlayer()->sendDebug( "Calling status tick for statusid: " + effect.getId() );
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pActor->getAsPlayer()->sendDebug( "Calling status tick for statusid: " + std::to_string( effect.getId() ) );
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script->onTick( pActor );
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script->onTick( *pActor );
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return true;
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return true;
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}
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}
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@ -431,9 +431,9 @@ bool Core::Scripting::ScriptManager::onStatusTimeOut( Entity::ActorPtr pActor, u
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if( script )
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if( script )
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{
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{
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if( pActor->isPlayer() )
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if( pActor->isPlayer() )
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pActor->getAsPlayer()->sendDebug( "Calling status tick for statusid: " + effectId );
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pActor->getAsPlayer()->sendDebug( "Calling status timeout for statusid: " + std::to_string( effectId ) );
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script->onExpire( pActor );
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script->onExpire( *pActor );
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return true;
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return true;
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}
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}
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