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Refactor CheckValidity
- Change variables names to make it clear they are referring to the target - Change how the target is decided to be an enemy of friend to use the built-in method
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@ -500,27 +500,26 @@ Entity* DestroyableComponent::GetKiller() const
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bool DestroyableComponent::CheckValidity(const LWOOBJID target, const bool ignoreFactions, const bool targetEnemy, const bool targetFriend) const
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{
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auto* entity = EntityManager::Instance()->GetEntity(target);
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auto* targetEntity = EntityManager::Instance()->GetEntity(target);
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if (entity == nullptr)
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if (targetEntity == nullptr)
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{
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Game::logger->Log("DestroyableComponent", "Invalid entity for checking validity (%llu)!\n", target);
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return false;
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}
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auto* destroyable = entity->GetComponent<DestroyableComponent>();
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auto* targetDestroyable = targetEntity->GetComponent<DestroyableComponent>();
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if (destroyable == nullptr)
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if (targetDestroyable == nullptr)
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{
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return false;
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}
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auto* quickbuild = entity->GetComponent<RebuildComponent>();
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auto* targetQuickbuild = targetEntity->GetComponent<RebuildComponent>();
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if (quickbuild != nullptr)
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if (targetQuickbuild != nullptr)
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{
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const auto state = quickbuild->GetState();
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const auto state = targetQuickbuild->GetState();
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if (state != REBUILD_COMPLETED)
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{
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@ -533,22 +532,11 @@ bool DestroyableComponent::CheckValidity(const LWOOBJID target, const bool ignor
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return true;
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}
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auto enemyList = GetEnemyFactionsIDs();
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auto candidateList = destroyable->GetFactionIDs();
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bool isEnemy = false;
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for (auto value : candidateList)
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{
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if (std::find(enemyList.begin(), enemyList.end(), value) != enemyList.end())
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{
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isEnemy = true;
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break;
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}
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}
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// Get if the target entity is an enemy
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bool isEnemy = IsEnemy(targetEntity);
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// Return true if the target type matches what we are targeting
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// Friends are entities who are not enemies
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return (isEnemy && targetEnemy) || (!isEnemy && targetFriend);
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}
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