Difference between revisions of "ConflictSystem"
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== Conflict Functions == | == Conflict Functions == | ||
=== GetConflictTable === | === GetConflictTable === | ||
+ | '' | ||
+ | --- Get the conflict table for a mobile | ||
+ | -- @param mobile(mobileObj) | ||
+ | -- @return luaTable containing all conflicts for this mobile | ||
+ | function GetConflictTable(mobile) | ||
+ | if ( mobile == nil or not mobile ) then | ||
+ | LuaDebugCallStack("[Conflict] Invalid mobile provided.") | ||
+ | return {} | ||
+ | end | ||
+ | return mobile:GetObjVar("Conflicts") or {} | ||
+ | end | ||
+ | '' | ||
+ | |||
=== ClearConflictTable === | === ClearConflictTable === | ||
=== SetConflictTable === | === SetConflictTable === |
Revision as of 07:44, 27 January 2018
welcome this will discuss the contents of the globals\helpers\conflict.lua
Contents
- 1 ConflictRelations Table
- 2 Conflict Functions
- 2.1 GetConflictTable
- 2.2 ClearConflictTable
- 2.3 SetConflictTable
- 2.4 FreezeConflictTable
- 2.5 GetConflictRelation
- 2.6 ValidConflictRelationTable
- 2.7 UpdateConflictRelation
- 2.8 ConflictEquals
- 2.9 AdvanceConflictRelation
- 2.10 ForeachAggressor
- 2.11 IsAggressor
- 2.12 IsMobTaggedBy
- 2.13 TagMob
- 2.14 InheritAggressivePlayerConflicts
- 2.15 GetNearbyTaggedMobiles
- 2.16 InitializeClientConflicts
ConflictRelations Table
Conflict Functions
GetConflictTable
--- Get the conflict table for a mobile -- @param mobile(mobileObj) -- @return luaTable containing all conflicts for this mobile function GetConflictTable(mobile)
if ( mobile == nil or not mobile ) then LuaDebugCallStack("[Conflict] Invalid mobile provided.") return {} end return mobile:GetObjVar("Conflicts") or {}
end