* 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
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Co-authored-by: David Markowitz <EmosewaMC@gmail.com>
Addressed an issue where the Spinjitzu Initiate achievement would not progress. This also allows mission tasks that specify that the player must get a kill on an enemy with a skill to progress. Tested mission 1935 and 1139 and both missions progressed and completed as intended.
Adds the ability for the buccaneer valiant to spawn a ship that rams
enemies and smashes them. Next to a script that triggers the ship skill
a few other changes had to be made:
- Force movement behavior server side calculation and sync
- The ship has no physics volume so the FindValidTargets for behaviors
had to be altered to allow ControllablePhysics entities to find entities
within their area. The "target_self" AOE flag has been used to replicate
the old behavior.