polserver/testsuite/pol/testpkgs/attack/attackhitscript.src

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use uo;
use os;
use polsys;
Attackable item (#884) * introduced Attackable wrapper class for opponents to be able to also attack items * changed set_opponent to use Attackable moved first logic into Attackable * added dynamic property which returns a pointer of the object instead of a copy like the current imp. needed to be able to eg store a vector * send engage/disengage events send hp status bar * send attackable item flag in world item pkt * apply damage for items + evid_damaged * react to statrequests * adapted is_attackable and do attack_effects * fixed clear_opponent_of * fixed clear_opponent_of * allow attack pkt * apply damage * items need to keep track of the opponents to be able to cleanup on destroy * updated dynproperties * updated dynprops a bit more. made the structs trivial copyable updated concept to not repeat the types * run hitscript, cleanup * listhostiles and attack_once accept now Attackable * set opponent when dblclicked * dont let hp underflow * only attack if you are in warmode * evid_opponent_moved for attackable items * if its the same opponent dont send engaged events again added test for listhostiles with two mobs * allow attackable item for setopponent * some tests npc vs item * missing files * fixed clang tidy complain * test for enter/left area * do not send hp updates while char gets created and not yet added to the world * testclient fight packets * client event constants * added client tests for attacking npc and item * increase damage * removed leftover comment * when an attackable item was destroyed the opponents where not correctly cleared * orphan check for is_attackable * moved statmsg for items * init member * moved send_hightlight back into if statement check before dereferencing * use range version of statmsg * adapted em params * comparison operator made explicit constructors for symmetry return damage in Item::apply_damage * get rid of bools * split attack method a bit * use constants for F3 flag * destroy item on hit if hp reaches 0 if no controlscript exists * only toplevel items are attackable small refactoring more tests * more tests * even more tests * docs
2026-07-30 20:27:36 +02:00
use vitals;
program MainHitScript( attacker, defender, weapon, armor, basedamage, rawdamage )
Attackable item (#884) * introduced Attackable wrapper class for opponents to be able to also attack items * changed set_opponent to use Attackable moved first logic into Attackable * added dynamic property which returns a pointer of the object instead of a copy like the current imp. needed to be able to eg store a vector * send engage/disengage events send hp status bar * send attackable item flag in world item pkt * apply damage for items + evid_damaged * react to statrequests * adapted is_attackable and do attack_effects * fixed clear_opponent_of * fixed clear_opponent_of * allow attack pkt * apply damage * items need to keep track of the opponents to be able to cleanup on destroy * updated dynproperties * updated dynprops a bit more. made the structs trivial copyable updated concept to not repeat the types * run hitscript, cleanup * listhostiles and attack_once accept now Attackable * set opponent when dblclicked * dont let hp underflow * only attack if you are in warmode * evid_opponent_moved for attackable items * if its the same opponent dont send engaged events again added test for listhostiles with two mobs * allow attackable item for setopponent * some tests npc vs item * missing files * fixed clang tidy complain * test for enter/left area * do not send hp updates while char gets created and not yet added to the world * testclient fight packets * client event constants * added client tests for attacking npc and item * increase damage * removed leftover comment * when an attackable item was destroyed the opponents where not correctly cleared * orphan check for is_attackable * moved statmsg for items * init member * moved send_hightlight back into if statement check before dereferencing * use range version of statmsg * adapted em params * comparison operator made explicit constructors for symmetry return damage in Item::apply_damage * get rid of bools * split attack method a bit * use constants for F3 flag * destroy item on hit if hp reaches 0 if no controlscript exists * only toplevel items are attackable small refactoring more tests * more tests * even more tests * docs
2026-07-30 20:27:36 +02:00
var damage := GetObjProperty( attacker, "#Damage" );
if ( damage )
ApplyDamage( defender, CInt( damage ) );
endif
var pid := GetObjProperty( attacker, "#TestPid" );
if ( pid )
var ev := struct{ type := "HIT",
attacker := attacker,
"attacker.name" := attacker.name,
defender := defender,
"defender.name" := defender.name,
weapon := weapon,
armor := armor,
basedamage := basedamage,
rawdamage := rawdamage,
gameclock := ReadGameClock() };
GetProcess( pid ).SendEvent( ev );
endif
endprogram
Attackable item (#884) * introduced Attackable wrapper class for opponents to be able to also attack items * changed set_opponent to use Attackable moved first logic into Attackable * added dynamic property which returns a pointer of the object instead of a copy like the current imp. needed to be able to eg store a vector * send engage/disengage events send hp status bar * send attackable item flag in world item pkt * apply damage for items + evid_damaged * react to statrequests * adapted is_attackable and do attack_effects * fixed clear_opponent_of * fixed clear_opponent_of * allow attack pkt * apply damage * items need to keep track of the opponents to be able to cleanup on destroy * updated dynproperties * updated dynprops a bit more. made the structs trivial copyable updated concept to not repeat the types * run hitscript, cleanup * listhostiles and attack_once accept now Attackable * set opponent when dblclicked * dont let hp underflow * only attack if you are in warmode * evid_opponent_moved for attackable items * if its the same opponent dont send engaged events again added test for listhostiles with two mobs * allow attackable item for setopponent * some tests npc vs item * missing files * fixed clang tidy complain * test for enter/left area * do not send hp updates while char gets created and not yet added to the world * testclient fight packets * client event constants * added client tests for attacking npc and item * increase damage * removed leftover comment * when an attackable item was destroyed the opponents where not correctly cleared * orphan check for is_attackable * moved statmsg for items * init member * moved send_hightlight back into if statement check before dereferencing * use range version of statmsg * adapted em params * comparison operator made explicit constructors for symmetry return damage in Item::apply_damage * get rid of bools * split attack method a bit * use constants for F3 flag * destroy item on hit if hp reaches 0 if no controlscript exists * only toplevel items are attackable small refactoring more tests * more tests * even more tests * docs
2026-07-30 20:27:36 +02:00