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
This commit is contained in:
CodeAX2 2022-01-02 14:01:29 -07:00
parent 9f895205d4
commit d78b2404e2

View File

@ -500,27 +500,26 @@ Entity* DestroyableComponent::GetKiller() 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)
{
@ -533,22 +532,11 @@ bool DestroyableComponent::CheckValidity(const LWOOBJID target, const bool ignor
return true;
}
auto enemyList = GetEnemyFactionsIDs();
auto candidateList = destroyable->GetFactionIDs();
bool isEnemy = false;
for (auto value : candidateList)
{
if (std::find(enemyList.begin(), enemyList.end(), value) != enemyList.end())
{
isEnemy = true;
break;
}
}
// Get if the target entity is an enemy
bool isEnemy = IsEnemy(targetEntity);
// Return true if the target type matches what we are targeting
// Friends are entities who are not enemies
return (isEnemy && targetEnemy) || (!isEnemy && targetFriend);
}