-
Notifications
You must be signed in to change notification settings - Fork 173
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
refactor: re-write AOE, add FilterTargets, Update TacArc Reading #1035
Conversation
67a4511
to
c415d05
Compare
Update Tacarc to use new filter targets Added dev commands for skill and attack debugging
rather than controllable physics Since destroyables are what can be hit
Converting to draft to re-write using the logic the client does with passing one vector as a reference to filter and the list being populated outside of that filter. |
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
re-tested everything listed in the original comment |
add pvp checks to isenemy
Looks all good, a few notes about programming practices passed along but nothing worth blocking over. |
Re-write AOE behavior for new filter targets
Update Tacarc to use new filter targets
Added dev commands for skill and attack debugging
Tested that changes to tac arc only affect filtered enemies.
Removed hardcoded logic to add faction to the includeFactionsList for lot 14466
Tested that the skill from 14466 will hit players (Rain of Fire attack in the spider boss battle).
Tested that AOE filter and sorting targets works as expected given the filter parameters
Targets are hit from closest to furthest up to the max target count.