ConflictSystem
welcome this will discuss the contents of the globals\helpers\conflict.lua this documentation is correct as of version 6.0 PRECB1 Release
this documentation was added by Gizmo
Contents
- 1 ConflictRelations Table
- 2 Conflict Functions
- 2.1 AdvanceConflictRelation
- 2.2 ClearConflictTable
- 2.3 ConflictEquals
- 2.4 ForeachAggressor
- 2.5 FreezeConflictTable
- 2.6 GetConflictRelation
- 2.7 GetConflictTable
- 2.8 GetNearbyTaggedMobiles
- 2.9 InheritAggressivePlayerConflicts
- 2.10 InitializeClientConflicts
- 2.11 IsAggressor
- 2.12 IsMobTaggedBy
- 2.13 SetConflictTable
- 2.14 TagMob
- 2.15 UpdateConflictRelation
- 2.16 ValidConflictRelationTable
- 3 Server Settings
ConflictRelations Table
ConflictRelations = { Warning = { Name = "Warning", Warning = true, }, BeenWarned = { Name = "BeenWarned", Warning = true, }, Aggressor = { Name = "Aggressor", }, Victim = { Name = "Victim" }, Defender = { Name = "Defender" } }
Conflict Functions
AdvanceConflictRelation
-- Advance mobileA against mobileB in conflict, will also refresh any current conflicts between the two. -- @param mobileA(mobileObj) -- @param mobileB(mobileObj) -- @param noWarning(boolean)(optional) if true, warning will be skipped and they will go directly to aggressor -- @param karmaAction(luaTable)(optional) KarmaAction that will be executed on mobileA when they become an aggressor. (default: KarmaActions.Negative.Attack) Setting this to false will not execute any karma actions. -- @return none
function AdvanceConflictRelation(mobileA, mobileB, noWarning, karmaAction) if not( karmaAction == false ) then karmaAction = karmaAction or KarmaActions.Negative.Attack end -- when Warnings are not enabled, we force noWarning to true. if ( ServerSettings.Conflict.WarningEnabled ~= true ) then noWarning = true end -- reassign mobileA and mobileB to pet owners, if applicable if ( IsPet(mobileA) ) then mobileA = mobileA:GetObjectOwner() or mobileA end if ( mobileB ~= nil and IsPet(mobileB) ) then mobileB = mobileB:GetObjectOwner() or mobileB end -- conflict don't care what you do to yourself or your pets if ( mobileA == mobileB ) then return end local aToBRelation = GetConflictRelation(mobileA, mobileB) local bToARelation = GetConflictRelation(mobileB, mobileA) local refreshA = true local refreshB = true -- when one side has a relation but the other side does not, we count neither side as having a relation. -- this is so we can clear a conflict relation on either side and not need to clear both involved parties (the other involved could be in a different region at time of clearing!) if ( noWarning ~= true and (aToBRelation == nil or bToARelation == nil) ) then UpdateConflictRelation(mobileA, mobileB, ConflictRelations.Warning) UpdateConflictRelation(mobileB, mobileA, ConflictRelations.BeenWarned) refreshA = false elseif ( (noWarning == true and (aToBRelation == nil or bToARelation == nil)) or ConflictEquals(aToBRelation, ConflictRelations.Warning) ) then -- A becomes aggressor, B becomes victim. UpdateConflictRelation(mobileA, mobileB, ConflictRelations.Aggressor, true) UpdateConflictRelation(mobileB, mobileA, ConflictRelations.Victim) refreshA = false refreshB = false -- Karma action for becoming the aggressor if ( karmaAction ) then ExecuteKarmaAction(mobileA, karmaAction, mobileB) end if ( IsInitiate(mobileB) and IsPlayerCharacter(mobileA) ) then EndInitiate(mobileB) end elseif ( ConflictEquals(aToBRelation, ConflictRelations.Victim) ) then -- A was a victim, now A is a defender. UpdateConflictRelation(mobileA, mobileB, ConflictRelations.Defender) refreshA = false end --refresh the conflict expiration. -- Possible optimization, only refresh every other one/every third one? if ( aToBRelation ~= nil and refreshA ) then if ( karmaAction and ConflictEquals(aToBRelation, ConflictRelations.Aggressor) ) then ExecuteKarmaAction(mobileA, karmaAction, mobileB) end UpdateConflictRelation(mobileA, mobileB, ConflictRelations[aToBRelation], true) end if ( bToARelation ~= nil and refreshB ) then UpdateConflictRelation(mobileB, mobileA, ConflictRelations[bToARelation]) end end
Used In File | Function Used In |
---|---|
base_mobile | HandleApplyDamage(damager, damageAmount, damageType, isCrit, wasBlocked) |
globals\helpers\karma | CheckKarmaLoot(player, container) |
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
ConflictEquals
-- Convenience function to make checking conflicts more readable -- @param strRelation(string) The string Name of the relation to check for -- @param tableRelation(luaTable) The ConflictRelations entry to check against -- @return true or false
function ConflictEquals(strRelation, tableRelation) return ( strRelation == tableRelation.Name ) end
ForeachAggressor
-- Perform a function on each aggressor of a mobile -- @param mobile(mobileObj) -- @param callback(function(id)) -- @return none
function ForeachAggressor(mobile, callback) local conflictTable = GetConflictTable(mobile) for mobileB,relation in pairs(conflictTable) do if ( mobileB:IsValid() ) then if (( ConflictEquals(relation[1], ConflictRelations.Victim) or ConflictEquals(relation[1], ConflictRelations.Defender )) and ValidConflictRelationTable(relation)) then if ( ConflictEquals(GetConflictRelation(mobileB, mobile), ConflictRelations.Aggressor) ) then callback(mobileB) end end end end 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
Used In File | Function Used In |
---|---|
base_mobile | DoMobileDeath(damager) |
base_player_death | RegisterEventHandler(EventType.CreatedObject, "created_corpse", function (success, objRef) |
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
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
Used In File | Function Used In |
---|---|
globals/helpers/conflict | This is used as a tool throughout the conflict file. You will find it used in the FreezContactTable, ValidConflictRelationTable, ForeachAggressor, IsAggressor, InheritAggressivePlayerConflicts and InitializeClientConflicts functions. |
GetNearbyTaggedMobiles
-- Get all mobiles that are tagged to a mobile and are also nearby -- @param mobile -- @return list of nearby mobiles (luaArray)
function GetNearbyTaggedMobiles(mobile) local validMobiles = {} if ( mobile ) then local taggedMobiles = mobile:GetObjVar("Tag") or {} local loc = mobile:GetLoc() for id,val in pairs(taggedMobiles) do local obj = GameObj(id) if ( obj ~= nil and obj:IsValid() and obj:GetLoc():Distance(loc) <= ServerSettings.Misc.GroupAutolootRange ) then table.insert(validMobiles, obj) end end end return validMobiles end
InheritAggressivePlayerConflicts
-- Inherit Aggressor/Defender conflict relations from playerA onto playerB, DOES NOT ENFORCE IsPlayerCharacter() -- @param playerA(playerObj) The player whos conflicts are being inherited -- @param playerB(playerObj) The player who is inheriting the conflicts -- @return none
function InheritAggressivePlayerConflicts(playerA, playerB) if ( playerA == playerB ) then return end local conflictsA = GetConflictTable(playerA) -- loop all of playerA's conflicts for mobileC,aToCRelationTable in pairs(conflictsA) do if ( mobileC ~= playerB and mobileC:IsValid() ) then -- using this variable to keep the if nesting from going too deep local keepgoing = false -- if A to C is aggressor if ( ConflictEquals(aToCRelationTable[1], ConflictRelations.Aggressor) and ValidConflictRelationTable(aToCRelationTable) ) then local cToARelation = GetConflictRelation(mobileC, playerA) -- and C to A is Victim/Defender if ( cToARelation ~= nil and ( ConflictEquals(cToARelation, ConflictRelations.Victim) or ConflictEquals(cToARelation, ConflictRelations.Defender) ) ) then keepgoing = true end end if ( keepgoing ) then local alreadyAggressive = false local bToCRelation = GetConflictRelation(playerB, mobileC) -- if B to C is aggressor if ( bToCRelation ~= nil and ConflictEquals(bToCRelation, ConflictRelations.Aggressor) ) then local cToBRelation = GetConflictRelation(mobileC, playerB) -- and C to B is Victim/Defender if ( cToBRelation ~= nil and ( ConflictEquals(cToBRelation, ConflictRelations.Victim) or ConflictEquals(cToBRelation, ConflictRelations.Defender) ) ) then alreadyAggressive = true end end if ( alreadyAggressive ) then -- refresh it UpdateConflictRelation(playerB, mobileC, conflictsB[mobileC], true) UpdateConflictRelation(mobileC, playerB, cRelationTable[mobileB]) else -- otherwise -- inherit it. -- set playerB's relation: aggressor to mobileC. UpdateConflictRelation(playerB, mobileC, ConflictRelations.Aggressor, true) -- and set mobileC's relation: victim to playerB UpdateConflictRelation(mobileC, playerB, ConflictRelations.Victim) end end end end end
InitializeClientConflicts
-- Refresh the client with conflict status on login/region change -- @param mobile
function InitializeClientConflicts(mobile) local conflictTable = GetConflictTable(mobile) for mobileB,relation in pairs(conflictTable) do if ( mobileB:IsValid() ) then -- if the mobile is in same region currently. local bToARelation = GetConflictRelation(mobileB, mobile) -- if they have a valid relation with us if ( bToARelation ~= nil ) then if (( ConflictEquals(relation[1], ConflictRelations.Victim) or ConflictEquals(relation[1], ConflictRelations.Defender) ) and ConflictEquals(bToARelation, ConflictRelations.Aggressor) and ValidConflictRelationTable(relation) ) then local timeRemaining = relation[2] - DateTime.UtcNow mobile:SendClientMessage("UpdateMobileConflictStatus",{mobileB,"Aggressed",timeRemaining.TotalSeconds}) if ( IsPlayerCharacter(mobileB) ) then mobileB:SendClientMessage("UpdateMobileConflictStatus",{mobile,"Aggressor",timeRemaining.TotalSeconds}) end elseif( ConflictEquals(relation[1], ConflictRelations.Aggressor) and ( ConflictEquals(bToARelation, ConflictRelations.Victim) or ConflictEquals(bToARelation, ConflictRelations.Defender) ) and ValidConflictRelationTable(relation) ) then local timeRemaining = relation[2] - DateTime.UtcNow mobile:SendClientMessage("UpdateMobileConflictStatus",{mobileB,"Aggressor",timeRemaining.TotalSeconds}) if ( IsPlayerCharacter(mobileB) ) then mobileB:SendClientMessage("UpdateMobileConflictStatus",{mobile,"Aggressed",timeRemaining.TotalSeconds}) end elseif( ConflictEquals(relation[1], ConflictRelations.Warning) and ConflictEquals(bToARelation, ConflictRelations.BeenWarned) and ValidConflictRelationTable(relation) ) then local timeRemaining = relation[2] - DateTime.UtcNow mobile:SendClientMessage("UpdateMobileConflictStatus",{mobileB,"Warning",timeRemaining.TotalSeconds}) end end end end end
IsAggressor
--- Determine if a mobile is an aggressor -- @param mobile(mobileObj) -- @param guardIgnore(boolean)(optional) if true, ignore any relation that's tagged guard ignore. (this is so guards ignore when someone is an aggressor against an outcast for example) -- @return true if mobile is an aggressor
function IsAggressor(mobile, guardIgnore) for mobileB,conflict in pairs(GetConflictTable(mobile)) do if ( guardIgnore ~= true or (guardIgnore == true) and conflict[3] ~= true and ConflictEquals(conflict[1], ConflictRelations.Aggressor) and ValidConflictRelationTable(conflict) ) then if ( mobileB:IsValid() ) then local bToARelation = GetConflictRelation(mobileB, mobile) if ( bToARelation ~= nil ) then if ( ConflictEquals(bToARelation, ConflictRelations.Victim) or ConflictEquals(bToARelation, ConflictRelations.Defender) ) then return true end end end end end return false end
IsMobTaggedBy
-- Check to see if a mobile(npc) is tagged by a player -- @param mobile(mobileObj) DOES NOT force this to be an NPC ( but it should be ) -- @param player(playerObj) DOES NOT force this to be an Player ( but it should be ) -- @return true or false or nil (nil if the mobile had no conflicts)
function IsMobTaggedBy(mobile, player) local tag = mobile:GetObjVar("Tag") or {} return ( player ~= nil and tag[player.Id] == true ) 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
TagMob
-- Uses the damage list to determine what Single Player/Collective Group did the most damage and sets the ObjVar Tag with the mobiles that fit the bill -- @param mobile(mobileObj) the NPC that has died
function TagMob(mobile) local damagers = mobile:GetObjVar("Damagers") if ( damagers ~= nil ) then -- get a list of all groups/solos involved in all the damage local groups = {} local solos = {} for damager,data in pairs(damagers) do if ( damager ~= nil and damager:IsValid() ) then local gid = damager:GetObjVar("Group") if ( gid ~= nil ) then if ( groups[gid] == nil ) then groups[gid] = {} end table.insert(groups[gid], {damager,data.Amount}) else -- we have to set it as damager.Id because guilds keep track of members by their Id table.insert(solos, {damager.Id,data.Amount}) end end end -- calculate the damage for each group local groupsDamage = {} for gid,data in pairs(groups) do for i,d in pairs(groups[gid]) do if ( groupsDamage[gid] == nil ) then groupsDamage[gid] = 0 end groupsDamage[gid] = groupsDamage[gid] + d[2] end end -- finally determine who's the winner local most = {nil,0} -- first check solos for mobileId,data in pairs(solos) do if ( data[2] > most[2] ) then most = data end end local isGroup = false -- then check collective groups for gid,amount in pairs(groupsDamage) do if ( amount > most[2] ) then most = {gid,amount} -- solos were checked first isGroup = true end end local tag = {} if ( isGroup ) then -- add every mobile in the group that won local groupRecord = GetGroupRecord(most[1]) or {} groupRecord.Members = groupRecord.Members or {} for id,data in pairs(groupRecord.Members) do tag[id] = true end else -- add the solo mobile that won tag[most[1]] = true end mobile:SetObjVar("Tag", tag) end end
UpdateConflictRelation
-- Update the conflict relation between two mobiles, also cleans mobileA's conflict table of any expired. -- @param mobileA(mobileObj) -- @param mobileB(mobileObj) -- @param newRelation(luaTable) the entry from ConflictRelations -- @param guardCheck(boolean) If true, this update will check for guard protection, this way you can refresh a conflict on both sides but only one will cares about guards. -- @return none
function UpdateConflictRelation(mobileA, mobileB, newRelation, guardCheck) if ( newRelation == nil ) then LuaDebugCallStack("[Conflict] Nil conflict relation table provided") return end if ( newRelation.Name == nil ) then LuaDebugCallStack("[Conflict] Invalid conflict relation table, missing Name") return end if ( mobileA == nil ) then LuaDebugCallStack("[Conflict] Nil mobileA provided.") return end if ( mobileB == nil ) then LuaDebugCallStack("[Conflict] Nil mobileB provided.") return end local tableA = GetConflictTable(mobileA) local wasGuardIgnored = false if ( not guardCheck and tableA[mobileB] ~= nil and tableA[mobileB][3] ) then wasGuardIgnored = true end -- set/update the conflict local now = DateTime.UtcNow tableA[mobileB] = {newRelation.Name} -- when the conflict should end if ( newRelation.Warning == true ) then tableA[mobileB][2] = now + ServerSettings.Conflict.WarningDuration else tableA[mobileB][2] = now + ServerSettings.Conflict.RelationDuration end -- cleanse table of any expired. for k,v in pairs(tableA) do if ( now >= v[2] ) then -- it's expired tableA[k] = nil end end if ( ConflictEquals(newRelation.Name, ConflictRelations.Aggressor) and IsPlayerCharacter(mobileA) and IsPlayerCharacter(mobileB)) then -- mobileB has zero karma concequences against mobileA -- Turn mobileA AGGRESSIVE on mobileB's client (so B is looking at an aggressive A) mobileA:SendClientMessage("UpdateMobileConflictStatus", {mobileB,"Aggressor",ServerSettings.Conflict.RelationDuration.TotalSeconds}) mobileB:SendClientMessage("UpdateMobileConflictStatus", {mobileA,"Aggressed",ServerSettings.Conflict.RelationDuration.TotalSeconds}) -- 100 elseif ( ConflictEquals(newRelation.Name, ConflictRelations.Warning) and IsPlayerCharacter(mobileA) and IsPlayerCharacter(mobileB) ) then -- mobileA is nearly an aggressor to mobileB -- Turn mobileB YELLOW on mobileA's client (so A is looking at a mobile they know if they hit again they are an aggressor) mobileA:SendClientMessage("UpdateMobileConflictStatus", {mobileB,"Warning",ServerSettings.Conflict.WarningDuration.TotalSeconds}) end --[[ Handle Guard protection triggers for aggressive actions. ]] -- if mobileA's relation is aggressor if ( guardCheck and ConflictEquals(newRelation.Name, ConflictRelations.Aggressor) ) then local karmaBLevel = GetKarmaLevel(GetKarma(mobileB)) local guardIgnore = true -- if mobileB's karma level is guard protected if ( karmaBLevel.GuardProtectPlayer or karmaBLevel.GuardProtectNPC ) then local isPlayerB = IsPlayerCharacter(mobileB) if ( (isPlayerB and karmaBLevel.GuardProtectPlayer) or (not isPlayerB and karmaBLevel.GuardProtectNPC) ) then -- make the guards protect B from A GuardProtect(mobileB, mobileA) guardIgnore = false end end -- if guards don't protect mobileB's karma level, add an ignore guard entry -- (This is so, for example, players can be aggressors against an outcast, but guards won't attack them for being aggressors against outcasts) if ( guardIgnore == true ) then tableA[mobileB][3] = true end end -- when skipping guard protect this value would be ignored and overwritten if not cached from previous data. if ( wasGuardIgnored ) then tableA[mobileB][3] = true end -- save the updated conflict table for the mobile SetConflictTable(mobileA, tableA) 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
Server Settings
welcome this will discuss the contents of the globals\server_settings\conflict.lua this documentation is correct as of version 6.0 PRECB1 Release
ServerSettings.Conflict = { -- Do guards attack non-guard protected karma levels who are aggressors? GuardsKillAggressors = true, -- The duration of the Aggressor/Victim/Defender relation. -- These must be locked in the same timespan so we can do reverse checks. -- For example: Determine all aggressors by checking who a mobile is a Victim/Defender to. RelationDuration = TimeSpan.FromSeconds(100), -- Does the first hit count as a warning? -- If this is disabled, all hits will immediately jump to aggressor. WarningEnabled = true, WarningDuration = TimeSpan.FromSeconds(50), }
Conflict Table
ServerSettings.Conflict Table | Description |
---|---|
GuardsKillAggressors | true/false
-- Do guards attack non-guard protected karma levels who are aggressors? |
RelationDuration | Duration of 100 seconds |
WarningEnabled | true/false
-- Does the first hit count as a warning? -- If this is disabled, all hits will immediately jump to aggressor. |
WarningDuration | Duration of 50 seconds |