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; 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); auto* entity = EntityManager::Instance()->GetEntity(validTarget);
@ -156,5 +157,9 @@ void AreaOfEffectBehavior::Load()
this->m_includeFaction = GetInt("include_faction"); 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_includeFaction;
int32_t m_TargetSelf; int32_t m_TargetSelf;
int32_t m_targetEnemy;
int32_t m_targetFriend;
/* /*
* Inherited * Inherited

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@ -325,7 +325,7 @@ void BehaviorContext::Reset()
this->scheduledUpdates.clear(); 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); 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(); 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); targets.push_back(id);
} }

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@ -102,7 +102,7 @@ struct BehaviorContext
void Reset(); 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); 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); 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); Game::logger->Log("DestroyableComponent", "Invalid entity for checking validity (%llu)!\n", target);
return false; return false;
} }
auto* destroyable = entity->GetComponent<DestroyableComponent>(); auto* targetDestroyable = targetEntity->GetComponent<DestroyableComponent>();
if (destroyable == nullptr) if (targetDestroyable == nullptr)
{ {
return false; 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) if (state != REBUILD_COMPLETED)
{ {
@ -533,19 +532,12 @@ bool DestroyableComponent::CheckValidity(const LWOOBJID target, const bool ignor
return true; 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(); // Return true if the target type matches what we are targeting
return (isEnemy && targetEnemy) || (isFriend && targetFriend);
for (auto value : candidateList)
{
if (std::find(enemyList.begin(), enemyList.end(), value) != enemyList.end())
{
return true;
}
}
return false;
} }

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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 * @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 * @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. * Attempt to damage this entity, handles everything from health and armor to absorption, immunity and callbacks.