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authorWasabiRaptor <ketchupraptor@gmail.com>2024-03-09 16:26:13 -0500
committerWasabiRaptor <ketchupraptor@gmail.com>2024-03-09 16:26:13 -0500
commit21f9ab763ef3ef2ed7f2389b1451715dc11c1af4 (patch)
treea859d85db8ae0f9ac8fa662bc2215518cfdb6523 /source/game/StarStatusController.cpp
parentdc7706184094e653dbb46310195e88604c007854 (diff)
remove missing persistent effects
Diffstat (limited to 'source/game/StarStatusController.cpp')
-rw-r--r--source/game/StarStatusController.cpp41
1 files changed, 24 insertions, 17 deletions
diff --git a/source/game/StarStatusController.cpp b/source/game/StarStatusController.cpp
index fcf9924..6c22a08 100644
--- a/source/game/StarStatusController.cpp
+++ b/source/game/StarStatusController.cpp
@@ -650,22 +650,26 @@ void StatusController::updateAnimators(float dt) {
void StatusController::updatePersistentUniqueEffects() {
Set<UniqueStatusEffect> activePersistentUniqueEffects;
- for (auto const& categoryPair : m_persistentEffects)
- activePersistentUniqueEffects.addAll(categoryPair.second.uniqueEffects);
-
- for (auto const& uniqueEffectName : activePersistentUniqueEffects) {
- // It is important to note here that if a unique effect exists, it *may*
- // not come from a persistent effect, it *may* be from an ephemeral effect.
- // Here, when a persistent effect overrides an ephemeral effect, it is
- // clearing the duration making it into a solely persistent effect. This
- // means that by applying a persistent effect and then clearing it, you can
- // remove an ephemeral effect.
- if (auto existingEffect = m_uniqueEffects.ptr(uniqueEffectName))
- m_uniqueEffectMetadata.getNetElement(existingEffect->metadataId)->duration.reset();
- else
- addUniqueEffect(uniqueEffectName, {}, {});
+ for (auto & categoryPair : m_persistentEffects) {
+ for (auto & uniqueEffectName : categoryPair.second.uniqueEffects) {
+ // It is important to note here that if a unique effect exists, it *may*
+ // not come from a persistent effect, it *may* be from an ephemeral effect.
+ // Here, when a persistent effect overrides an ephemeral effect, it is
+ // clearing the duration making it into a solely persistent effect. This
+ // means that by applying a persistent effect and then clearing it, you can
+ // remove an ephemeral effect.
+ if (auto existingEffect = m_uniqueEffects.ptr(uniqueEffectName)) {
+ m_uniqueEffectMetadata.getNetElement(existingEffect->metadataId)->duration.reset();
+ activePersistentUniqueEffects.add(uniqueEffectName);
+ }
+ // we want to make sure the effect it's applying actually exists
+ // if not then it should be removed from the list
+ else if (addUniqueEffect(uniqueEffectName, {}, {}))
+ activePersistentUniqueEffects.add(uniqueEffectName);
+ else
+ categoryPair.second.uniqueEffects.remove(uniqueEffectName);
+ }
}
-
// Again, here we are using "durationless" to mean "persistent"
for (auto const& key : m_uniqueEffects.keys()) {
auto metadata = m_uniqueEffectMetadata.getNetElement(m_uniqueEffects[key].metadataId);
@@ -678,13 +682,13 @@ float StatusController::defaultUniqueEffectDuration(UniqueStatusEffect const& ef
return Root::singleton().statusEffectDatabase()->uniqueEffectConfig(effect).defaultDuration;
}
-void StatusController::addUniqueEffect(
+bool StatusController::addUniqueEffect(
UniqueStatusEffect const& effect, Maybe<float> duration, Maybe<EntityId> sourceEntityId) {
auto statusEffectDatabase = Root::singleton().statusEffectDatabase();
if (statusEffectDatabase->isUniqueEffect(effect)) {
auto effectConfig = statusEffectDatabase->uniqueEffectConfig(effect);
if ((duration && statPositive("statusImmunity")) || (effectConfig.blockingStat && statPositive(*effectConfig.blockingStat)))
- return;
+ return false;
auto& uniqueEffect = m_uniqueEffects[effect];
uniqueEffect.effectConfig = effectConfig;
@@ -701,8 +705,11 @@ void StatusController::addUniqueEffect(
if (m_parentEntity)
initUniqueEffectScript(uniqueEffect);
+
+ return true;
} else {
Logger::warn("Unique status effect '{}' not found in status effect database", effect);
+ return false
}
}