fix(factions): override_faction 0 keeps the template's factions

The client (LWODestroyableComponent::LoadConfigData 0x00c44cb0) uses a
level object's set_faction only when override_faction is absent or true;
with override_faction=0 LoadDataFromTemplate (0x00c9f900) puts the
DestructibleComponent factionList back. 2948 level objects have
override_faction=0, and DLU applied their set_faction anyway. The
resolution is now DestroyableComponent::GetLevelFactions, with tests.
No wire change.

In game: enemies and smashables placed in levels with a set_faction but
override_faction=0 (most smashables, many enemies) are targeted and
aggro as before for the common case; check a few enemies in AG/GF/FV
still fight you and friendly objects are not attacked, and that
smashables still smash and give credit.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Aaron Kimbrell
2026-09-28 23:34:22 -05:00
parent 107437e72f
commit 721925add0
5 changed files with 77 additions and 15 deletions

View File

@@ -487,21 +487,11 @@ void Entity::Initialize() {
}
}
// Level files can replace the factions with set_faction. The client splits the value on
// both ';' and ' ' and replaces its faction list with the result
// (LWODestroyableComponent::LoadConfigData), and many values have a trailing space ("13:6 ").
const auto setFaction = GetVarAsString(u"set_faction");
std::vector<int32_t> factionsToSet;
for (const auto& semicolonSplit : GeneralUtils::SplitString(setFaction, ';')) {
for (const auto& faction : GeneralUtils::SplitString(semicolonSplit, ' ')) {
const auto factionToAdd = GeneralUtils::TryParse<int32_t>(faction);
if (factionToAdd) factionsToSet.push_back(factionToAdd.value());
}
}
if (!factionsToSet.empty()) {
comp->SetFaction(factionsToSet.front(), true);
for (const auto faction : factionsToSet | std::views::drop(1)) comp->AddFaction(faction, true);
// Level files can replace the factions with set_faction, unless override_faction is 0
const auto levelFactions = DestroyableComponent::GetLevelFactions(*this);
if (levelFactions && !levelFactions->empty()) {
comp->SetFaction(levelFactions->front(), true);
for (const auto faction : *levelFactions | std::views::drop(1)) comp->AddFaction(faction, true);
}
}