Difference between revisions of "ConflictSystem"

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(ValidConflictRelationTable)
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welcome this will discuss the contents of the globals\helpers\conflict.lua
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''
 
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  welcome this will discuss the contents of the globals\helpers\conflict.lua
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  this documentation is correct as of version 6.0 PRECB1 Release
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''
 
== ConflictRelations Table ==
 
== ConflictRelations Table ==
 
== Conflict Functions ==
 
== Conflict Functions ==

Revision as of 08:04, 27 January 2018

 welcome this will discuss the contents of the globals\helpers\conflict.lua
 this documentation is correct as of version 6.0 PRECB1 Release 

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

ClearConflictTable

 -- Clear the conflict table of a mobile
 -- @param mobile(mobileObj)
 -- @return none
 function ClearConflictTable(mobile, isPlayer)
   if ( mobile == nil or not mobile ) then
       LuaDebugCallStack("[Conflict] Invalid mobile provided.")
       return
   end
   if ( mobile:HasObjVar("Conflicts") ) then
       mobile:DelObjVar("Conflicts")
   end
   if ( isPlayer == true ) then
       InitializeClientConflicts(mobile)
   end
 end

SetConflictTable

 -- Set the conflict table for a mobile
 -- @param mobile(mobileObj)
 -- @param data(luaTable)
 -- @return none
 function SetConflictTable(mobile, data)
   mobile:SetObjVar("Conflicts", data)
 end

FreezeConflictTable

 --- Freeze the conflict table on a mobile, optionally saving the frozen table on a 
 different object. Will clear all conflicts for the mobile if target does not equal 
 mobile.
 -- @param mobile(mobileObj)
 -- @param target(gameObj)(optional) the gameObj the conflict table will be saved to
 -- @return none
 function FreezeConflictTable(mobile, target)
   target = target or mobile
   local conflictTable = GetConflictTable(mobile)
   for mobileId,conflict in pairs(conflictTable) do
       -- set all the expires to true, meaning they never expire
       conflictTable[mobileId][2] = true
   end
   -- save the frozen table on the target
   SetConflictTable(target, conflictTable)
 end

GetConflictRelation

 -- Get the relation of conflict mobileA is to mobileB.
 -- @param mobileA(mobileObj)
 -- @param mobileB(mobileObj)
 -- @param mobileAConflictTable(optional) return value from GetConflictTable()
 -- @return One of ConflictRelations, nil if not-found/expired.
 function GetConflictRelation(mobileA, mobileB, mobileAConflictTable)
   mobileAConflictTable = mobileAConflictTable or GetConflictTable(mobileA) or {}
   -- only valid, frozen/non-expired, will make the cut.
   if ( ValidConflictRelationTable(mobileAConflictTable[mobileB]) ) then
       return mobileAConflictTable[mobileB][1]
   end
   return nil
 end

ValidConflictRelationTable

 --- Validate a conflict relation table (make sure it's not expired)
 -- @param conflictRelationTable(luaTable) A single entry from return value 
    GetConflictTable()
 -- @return true if valid, false if not
 function ValidConflictRelationTable(conflictRelationTable)
   return (
       conflictRelationTable ~= nil
       and
       (
           -- frozen
           conflictRelationTable[2] == true
           or
           -- or non-expired
           DateTime.UtcNow < conflictRelationTable[2]
       )
   )
 end

UpdateConflictRelation

ConflictEquals

AdvanceConflictRelation

ForeachAggressor

IsAggressor

IsMobTaggedBy

TagMob

InheritAggressivePlayerConflicts

GetNearbyTaggedMobiles

InitializeClientConflicts