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refactor: re-write AOE, add FilterTargets, Update TacArc Reading (#1035)
* Re-write AOE behavior for new filter targets Update Tacarc to use new filter targets Added dev commands for skill and attack debugging * Get all entities by detroyable rather than controllable physics Since destroyables are what can be hit * Re-work filter targets to be 100% live accurate reduce memory usage by only using one vector and removing invalid entries get entities in the proximity rather than all entities with des comps in the instance, as was done in live * remove debuging longs and remove oopsie * address feedback * make log more useful * make filter more flat * Add some more checks to filter targets add pvp checks to isenemy * fix typing * Add filter target to TacArc and update filter target * fix double declaration * Some debugging logs * Update TacArc reading * make log clearer * logs * Update TacArcBehavior.cpp * banana * fix max targets * remove extreanous parenthesesuuesdsds * make behavior slot use a real type --------- Co-authored-by: David Markowitz <EmosewaMC@gmail.com>
This commit is contained in:
@@ -15,6 +15,7 @@
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#include "PhantomPhysicsComponent.h"
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#include "RebuildComponent.h"
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#include "eReplicaComponentType.h"
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#include "TeamManager.h"
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#include "eConnectionType.h"
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BehaviorSyncEntry::BehaviorSyncEntry() {
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@@ -307,46 +308,123 @@ void BehaviorContext::Reset() {
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this->scheduledUpdates.clear();
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}
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std::vector<LWOOBJID> BehaviorContext::GetValidTargets(int32_t ignoreFaction, int32_t includeFaction, bool targetSelf, bool targetEnemy, bool targetFriend) const {
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auto* entity = Game::entityManager->GetEntity(this->caster);
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void BehaviorContext::FilterTargets(std::vector<Entity*>& targets, std::forward_list<int32_t>& ignoreFactionList, std::forward_list<int32_t>& includeFactionList, bool targetSelf, bool targetEnemy, bool targetFriend, bool targetTeam) const {
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std::vector<LWOOBJID> targets;
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if (entity == nullptr) {
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Game::logger->Log("BehaviorContext", "Invalid entity for (%llu)!", this->originator);
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return targets;
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// if we aren't targeting anything, then clear the targets vector
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if (!targetSelf && !targetEnemy && !targetFriend && !targetTeam && ignoreFactionList.empty() && includeFactionList.empty()) {
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targets.clear();
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return;
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}
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if (!ignoreFaction && !includeFaction) {
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for (auto entry : entity->GetTargetsInPhantom()) {
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auto* instance = Game::entityManager->GetEntity(entry);
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if (instance == nullptr) {
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continue;
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}
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targets.push_back(entry);
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}
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// if the caster is not there, return empty targets list
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auto* caster = Game::entityManager->GetEntity(this->caster);
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if (!caster) {
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Game::logger->LogDebug("BehaviorContext", "Invalid caster for (%llu)!", this->originator);
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targets.clear();
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return;
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}
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if (ignoreFaction || includeFaction || (!entity->HasComponent(eReplicaComponentType::PHANTOM_PHYSICS) && targets.empty())) {
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DestroyableComponent* destroyableComponent;
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if (!entity->TryGetComponent(eReplicaComponentType::DESTROYABLE, destroyableComponent)) {
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return targets;
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auto index = targets.begin();
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while (index != targets.end()) {
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auto candidate = *index;
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// make sure we don't have a nullptr
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if (!candidate) {
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index = targets.erase(index);
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continue;
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}
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auto entities = Game::entityManager->GetEntitiesByComponent(eReplicaComponentType::CONTROLLABLE_PHYSICS);
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for (auto* candidate : entities) {
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const auto id = candidate->GetObjectID();
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// handle targeting the 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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continue;
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}
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if ((id != entity->GetObjectID() || targetSelf) && destroyableComponent->CheckValidity(id, ignoreFaction || includeFaction, targetEnemy, targetFriend)) {
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targets.push_back(id);
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// make sure that the entity is targetable
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if (!CheckTargetingRequirements(candidate)) {
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index = targets.erase(index);
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continue;
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}
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// get factions to check against
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// CheckTargetingRequirements checks for a destroyable component
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// but we check again because bounds check are necessary
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auto candidateDestroyableComponent = candidate->GetComponent<DestroyableComponent>();
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if (!candidateDestroyableComponent) {
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index = targets.erase(index);
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continue;
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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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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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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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auto* team = TeamManager::Instance()->GetTeam(this->caster);
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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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index++;
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continue;
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}
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}
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}
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}
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return targets;
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// if the caster doesn't have a destroyable component, return an empty targets list
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auto* casterDestroyableComponent = caster->GetComponent<DestroyableComponent>();
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if (!casterDestroyableComponent) {
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targets.clear();
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return;
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}
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// if we arent targeting a friend, and they are a friend OR
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// if we are not targeting enemies and they are an enemy OR.
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// if we are ignoring their faction is explicitly ignored
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// erase and continue
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auto isEnemy = casterDestroyableComponent->IsEnemy(candidate);
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if ((!targetFriend && !isEnemy) ||
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(!targetEnemy && isEnemy) ||
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CheckFactionList(ignoreFactionList, candidateFactions)) {
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index = targets.erase(index);
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continue;
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}
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index++;
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}
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return;
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}
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// some basic checks as well as the check that matters for this: if the quickbuild is complete
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bool BehaviorContext::CheckTargetingRequirements(const Entity* target) const {
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// if the target is a nullptr, then it's not valid
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if (!target) return false;
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// ignore quickbuilds that aren't completed
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auto* targetQuickbuildComponent = target->GetComponent<RebuildComponent>();
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if (targetQuickbuildComponent && targetQuickbuildComponent->GetState() != eRebuildState::COMPLETED) return false;
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return true;
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}
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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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}
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return false;
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}
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