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author | Erik Schilling <ablu.erikschilling@googlemail.com> | 2013-03-30 09:29:08 +0100 |
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committer | Erik Schilling <ablu.erikschilling@googlemail.com> | 2013-04-02 13:19:11 +0200 |
commit | 585a33e221a7ee392791f4fd5a5ec9214b8fe868 (patch) | |
tree | 3aa60a57ff7cdd8f57761d620352fd2ad4d0dd6f /libs | |
parent | 4dfc82415691fe298f21bb2f81fed5c168ee14e5 (diff) | |
download | manaserv-585a33e221a7ee392791f4fd5a5ec9214b8fe868.tar.gz manaserv-585a33e221a7ee392791f4fd5a5ec9214b8fe868.tar.bz2 manaserv-585a33e221a7ee392791f4fd5a5ec9214b8fe868.tar.xz manaserv-585a33e221a7ee392791f4fd5a5ec9214b8fe868.zip |
Moved fighting code into a component
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
Diffstat (limited to 'libs')
0 files changed, 0 insertions, 0 deletions