Merge pull request #339 from CodeAX2/fix-aoe-targets

Fix Area of Effect Behavior Targets
This commit is contained in:
Xiphoseer 2022-01-23 14:12:59 +01:00 committed by GitHub
commit 20037d12f7
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GPG Key ID: 4AEE18F83AFDEB23
6 changed files with 29 additions and 28 deletions

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@ -74,7 +74,8 @@ void AreaOfEffectBehavior::Calculate(BehaviorContext* context, RakNet::BitStream
includeFaction = 1;
}
for (auto validTarget : context->GetValidTargets(m_ignoreFaction , includeFaction, m_TargetSelf == 1))
// Gets all of the valid targets, passing in if should target enemies and friends
for (auto validTarget : context->GetValidTargets(m_ignoreFaction , includeFaction, m_TargetSelf == 1, m_targetEnemy == 1, m_targetFriend == 1))
{
auto* entity = EntityManager::Instance()->GetEntity(validTarget);
@ -156,5 +157,9 @@ void AreaOfEffectBehavior::Load()
this->m_includeFaction = GetInt("include_faction");
this->m_TargetSelf = GetInt("target_self");
this->m_TargetSelf = GetInt("target_self");
this->m_targetEnemy = GetInt("target_enemy");
this->m_targetFriend = GetInt("target_friend");
}

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@ -14,7 +14,11 @@ public:
int32_t m_includeFaction;
int32_t m_TargetSelf;
int32_t m_TargetSelf;
int32_t m_targetEnemy;
int32_t m_targetFriend;
/*
* Inherited

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@ -325,7 +325,7 @@ void BehaviorContext::Reset()
this->scheduledUpdates.clear();
}
std::vector<LWOOBJID> BehaviorContext::GetValidTargets(int32_t ignoreFaction, int32_t includeFaction, bool targetSelf) const
std::vector<LWOOBJID> BehaviorContext::GetValidTargets(int32_t ignoreFaction, int32_t includeFaction, bool targetSelf, bool targetEnemy, bool targetFriend) const
{
auto* entity = EntityManager::Instance()->GetEntity(this->caster);
@ -366,7 +366,7 @@ std::vector<LWOOBJID> BehaviorContext::GetValidTargets(int32_t ignoreFaction, in
{
const auto id = candidate->GetObjectID();
if ((id != entity->GetObjectID() || targetSelf) && destroyableComponent->CheckValidity(id, ignoreFaction || includeFaction))
if ((id != entity->GetObjectID() || targetSelf) && destroyableComponent->CheckValidity(id, ignoreFaction || includeFaction, targetEnemy, targetFriend))
{
targets.push_back(id);
}

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@ -102,7 +102,7 @@ struct BehaviorContext
void Reset();
std::vector<LWOOBJID> GetValidTargets(int32_t ignoreFaction = 0, int32_t includeFaction = 0, const bool targetSelf = false) const;
std::vector<LWOOBJID> GetValidTargets(int32_t ignoreFaction = 0, int32_t includeFaction = 0, const bool targetSelf = false, const bool targetEnemy = true, const bool targetFriend = false) const;
explicit BehaviorContext(LWOOBJID originator, bool calculation = false);

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@ -498,29 +498,28 @@ Entity* DestroyableComponent::GetKiller() const
return EntityManager::Instance()->GetEntity(m_KillerID);
}
bool DestroyableComponent::CheckValidity(const LWOOBJID target, const bool ignoreFactions) const
bool DestroyableComponent::CheckValidity(const LWOOBJID target, const bool ignoreFactions, const bool targetEnemy, const bool targetFriend) const
{
auto* entity = EntityManager::Instance()->GetEntity(target);
auto* targetEntity = EntityManager::Instance()->GetEntity(target);
if (entity == nullptr)
if (targetEntity == nullptr)
{
Game::logger->Log("DestroyableComponent", "Invalid entity for checking validity (%llu)!\n", target);
return false;
}
auto* destroyable = entity->GetComponent<DestroyableComponent>();
auto* targetDestroyable = targetEntity->GetComponent<DestroyableComponent>();
if (destroyable == nullptr)
if (targetDestroyable == nullptr)
{
return false;
}
auto* quickbuild = entity->GetComponent<RebuildComponent>();
auto* targetQuickbuild = targetEntity->GetComponent<RebuildComponent>();
if (quickbuild != nullptr)
if (targetQuickbuild != nullptr)
{
const auto state = quickbuild->GetState();
const auto state = targetQuickbuild->GetState();
if (state != REBUILD_COMPLETED)
{
@ -533,19 +532,12 @@ bool DestroyableComponent::CheckValidity(const LWOOBJID target, const bool ignor
return true;
}
auto enemyList = GetEnemyFactionsIDs();
// Get if the target entity is an enemy and friend
bool isEnemy = IsEnemy(targetEntity);
bool isFriend = IsFriend(targetEntity);
auto candidateList = destroyable->GetFactionIDs();
for (auto value : candidateList)
{
if (std::find(enemyList.begin(), enemyList.end(), value) != enemyList.end())
{
return true;
}
}
return false;
// Return true if the target type matches what we are targeting
return (isEnemy && targetEnemy) || (isFriend && targetFriend);
}

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@ -371,7 +371,7 @@ public:
* @param ignoreFactions whether or not check for the factions, e.g. just return true if the entity cannot be smashed
* @return if the target ID is a valid enemy
*/
bool CheckValidity(LWOOBJID target, bool ignoreFactions = false) const;
bool CheckValidity(LWOOBJID target, bool ignoreFactions = false, bool targetEnemy = true, bool targetFriend = false) const;
/**
* Attempt to damage this entity, handles everything from health and armor to absorption, immunity and callbacks.