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* [Abilities] Removed the old autoattack systemErik Schilling2013-05-081-226/+0
| | | | | As a side effect i had to remove the monster attack AI for now. I will readd this as next thing.
* [Abilities] Added a add_hit_taken bindErik Schilling2013-05-081-1/+0
| | | | This allows to display hit messages in the client for abilities
* Moved Actor into an ComponentErik Schilling2013-04-121-11/+16
| | | | This was the final step to remove the hierachy with Entity on the top.
* Converted Being into a ComponentErik Schilling2013-04-111-29/+38
| | | | | | I did not really care too much about staying consistent with the use of static_casts to Actors since they are only temporary anyway until Actor is a component too.
* Converted the Character class into a componentErik Schilling2013-04-111-2/+2
| | | | | A CharacterData was created as a proxy class in order to allow using the old serialization method.
* Moved the Monster class to a ComponentErik Schilling2013-04-031-1/+1
| | | | | | | Things done: - Allowed to create new Attributes outside of the protected scope of Being - Moved Monster to MonsterComponent - Some minor cleanup in the Attribute setting code of monsters
* Moved fighting code into a componentErik Schilling2013-04-021-0/+213
All damage dealing is now handeled via CombatComponent. Monsters use a derived MonsterCombatComponent since they can have a damage mutation and have a seperate script callback. The wirering with Being is still not optional since most of the stuff does not exist as components. Things done: - Seperated the fighting code from Being and only let Characters and Monsters add the Component (less overhead for npcs) - Added a getter for Attribute values to prevent searching it all the time in non Being members - Fixed the type if the damage mutation to double (no idea why it was int) I did not want to copy it over incorrectly - Removed the addAttack/removeAttack overrides in Character and made the knuckleAttack being added based on newly added signals Future TODOS: - Remove depedency on Being as soon all needed dependencies are available as components of Entity - Move the monster script callback into the general combatcomponent and make it usuable for characters too