ConflictSystem
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
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