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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 <[email protected]>
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Original file line number | Diff line number | Diff line change |
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@@ -1,34 +1,26 @@ | ||
#pragma once | ||
#include "Behavior.h" | ||
#include <forward_list> | ||
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class AreaOfEffectBehavior final : public Behavior | ||
{ | ||
public: | ||
Behavior* m_action; | ||
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uint32_t m_maxTargets; | ||
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float m_radius; | ||
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int32_t m_ignoreFaction; | ||
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int32_t m_includeFaction; | ||
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int32_t m_TargetSelf; | ||
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int32_t m_targetEnemy; | ||
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int32_t m_targetFriend; | ||
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/* | ||
* Inherited | ||
*/ | ||
explicit AreaOfEffectBehavior(const uint32_t behaviorId) : Behavior(behaviorId) { | ||
} | ||
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explicit AreaOfEffectBehavior(const uint32_t behaviorId) : Behavior(behaviorId) {} | ||
void Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) override; | ||
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void Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) override; | ||
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void Load() override; | ||
private: | ||
Behavior* m_action; | ||
uint32_t m_maxTargets; | ||
float m_radius; | ||
bool m_useTargetPosition; | ||
bool m_useTargetAsCaster; | ||
NiPoint3 m_offset; | ||
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std::forward_list<int32_t> m_ignoreFactionList {}; | ||
std::forward_list<int32_t> m_includeFactionList {}; | ||
bool m_targetSelf; | ||
bool m_targetEnemy; | ||
bool m_targetFriend; | ||
bool m_targetTeam; | ||
}; |
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