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https://github.com/DarkflameUniverse/DarkflameServer.git
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script fixes (#1577)
fixes an issue where the sirens would not be destroyed correctly fixes undefined behavior in buff station ok for real this time actual fix for mermaids and for general death_behavior 0 skill stuff
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@ -1534,7 +1534,7 @@ void Entity::Kill(Entity* murderer, const eKillType killType) {
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bool waitForDeathAnimation = false;
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if (destroyableComponent) {
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waitForDeathAnimation = destroyableComponent->GetDeathBehavior() == 0 && killType != eKillType::SILENT;
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waitForDeathAnimation = !destroyableComponent->GetIsSmashable() && destroyableComponent->GetDeathBehavior() == 0 && killType != eKillType::SILENT;
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}
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// Live waited a hard coded 12 seconds for death animations of type 0 before networking destruction!
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@ -224,6 +224,16 @@ bool BehaviorContext::CalculateUpdate(const float deltaTime) {
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for (auto i = 0u; i < this->syncEntries.size(); ++i) {
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auto entry = this->syncEntries.at(i);
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if (entry.behavior->m_templateId == BehaviorTemplate::ATTACK_DELAY) {
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auto* self = Game::entityManager->GetEntity(originator);
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if (self) {
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auto* destroyableComponent = self->GetComponent<DestroyableComponent>();
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if (destroyableComponent && destroyableComponent->GetHealth() <= 0) {
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continue;
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}
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}
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}
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if (entry.time > 0) {
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entry.time -= deltaTime;
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@ -333,7 +343,7 @@ void BehaviorContext::FilterTargets(std::vector<Entity*>& targets, std::forward_
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}
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// handle targeting the caster
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if (candidate == caster){
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if (candidate == caster) {
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// if we aren't targeting self, erase, otherise increment and continue
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if (!targetSelf) index = targets.erase(index);
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else index++;
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@ -356,24 +366,24 @@ void BehaviorContext::FilterTargets(std::vector<Entity*>& targets, std::forward_
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}
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// if they are dead, then earse and continue
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if (candidateDestroyableComponent->GetIsDead()){
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if (candidateDestroyableComponent->GetIsDead()) {
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index = targets.erase(index);
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continue;
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}
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// if their faction is explicitly included, increment and continue
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auto candidateFactions = candidateDestroyableComponent->GetFactionIDs();
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if (CheckFactionList(includeFactionList, candidateFactions)){
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if (CheckFactionList(includeFactionList, candidateFactions)) {
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index++;
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continue;
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}
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// check if they are a team member
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if (targetTeam){
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if (targetTeam) {
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auto* team = TeamManager::Instance()->GetTeam(this->caster);
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if (team){
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if (team) {
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// if we find a team member keep it and continue to skip enemy checks
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if(std::find(team->members.begin(), team->members.end(), candidate->GetObjectID()) != team->members.end()){
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if (std::find(team->members.begin(), team->members.end(), candidate->GetObjectID()) != team->members.end()) {
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index++;
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continue;
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}
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@ -419,8 +429,8 @@ bool BehaviorContext::CheckTargetingRequirements(const Entity* target) const {
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// returns true if any of the object factions are in the faction list
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bool BehaviorContext::CheckFactionList(std::forward_list<int32_t>& factionList, std::vector<int32_t>& objectsFactions) const {
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if (factionList.empty() || objectsFactions.empty()) return false;
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for (auto faction : factionList){
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if(std::find(objectsFactions.begin(), objectsFactions.end(), faction) != objectsFactions.end()) return true;
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for (auto faction : factionList) {
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if (std::find(objectsFactions.begin(), objectsFactions.end(), faction) != objectsFactions.end()) return true;
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}
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return false;
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}
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@ -56,10 +56,6 @@ void AgSurvivalBuffStation::OnTimerDone(Entity* self, std::string timerName) {
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auto member = Game::entityManager->GetEntity(memberID);
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if (member != nullptr && !member->GetIsDead()) {
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GameMessages::SendDropClientLoot(member, self->GetObjectID(), powerupToDrop, 0, self->GetPosition());
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} else {
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// If player left the team or left early erase them from the team variable.
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team.erase(std::find(team.begin(), team.end(), memberID));
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self->SetVar<std::vector<LWOOBJID>>(u"BuilderTeam", team);
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}
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}
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}
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