mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-12-22 21:43:35 +00:00
Merge pull request #339 from CodeAX2/fix-aoe-targets
Fix Area of Effect Behavior Targets
This commit is contained in:
commit
20037d12f7
@ -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");
|
||||
}
|
||||
|
@ -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
|
||||
|
@ -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);
|
||||
}
|
||||
|
@ -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);
|
||||
|
||||
|
@ -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);
|
||||
}
|
||||
|
||||
|
||||
|
@ -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.
|
||||
|
Loading…
Reference in New Issue
Block a user