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path: root/src/game-server/monstercombatcomponent.h
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2013-08-26[Abilities] Removed the old autoattack systemErik Schilling1-54/+0
As a side effect i had to remove the monster attack AI for now. I will readd this as next thing.
2013-04-11Converted Being into a ComponentErik Schilling1-3/+3
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.
2013-04-03Moved the Monster class to a ComponentErik Schilling1-2/+2
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
2013-04-02Moved fighting code into a componentErik Schilling1-0/+54
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