Details
| Participant | Role | Time Spent | Comments | Latest Comment |
|---|---|---|---|---|
| Author | 3h 49m | 4 | This patch is in need of updating. Rather than resubmitti... | |
| Moderator | 19m | 2 | this is just a hacky solution. I think you should refact... | |
| Reviewer - 0% complete | ||||
| Reviewer - 2% complete | 2m | |||
| Reviewer - 0% complete | ||||
| Reviewer - 32% complete | 13m | |||
| Reviewer - 0% complete | ||||
| Reviewer - 0% complete | ||||
| Reviewer - 39% complete | 24m | 1 | I added those versions to support the option of a non cre... | |
| Total | 4h 48m | 7 |
- Files: 87
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Patches:
- grenades.patch: (anchored to swgemu : core3/branches/unstable/MMOCoreORB/ )
- grenades2.patch: (anchored to swgemu : core3/branches/unstable/MMOCoreORB/ )
Objectives
[Added] Grenades are now craftable and usable
I believe that I've implemented everything for grenades to be fully functional. Radial menu, damage, damage type, armor piercing, thrown weapon skill mods, speed, certification, and xp should all be working right on them now.
I did not touch the experimental values in the .lua files, so it's possible that those number will need adjusting, but that was beyond the scope of this patch.
Patch #2 Update:
I refactored getCommandDuration() of QueueCommand to add the command arguments as a parameter as instructed. ThrowGrenadeCommand now has a version of it that uses the grenade to calculate the duration, rather than the equipped weapon.
Rather than add a weapon member to CreatureAttackData as suggested, I ended up changing many of the methods in the combat manager to accept a weapon object as a parameter. I now have logic in CombatQueueCommand to get the correct weapon object and pass it into the combat manager. This allowed me to merge some of the redundant code in the combat manager, some from my previous patch, and some that was existing.
I also went ahead and changed some of the methods where it made sense to me to accept a Tangible object attacker instead of a creature object. This allowed me to merge ElPete's recent turret code into the main methods as well and clean up some of the other redundant code. I probably got a little carried away... though I'm pretty sure that I retained all of the functionality and calculations as they were, just changed the structure of the combat manager somewhat.
I also added a new version of isAttackableBy() to TangibleObject and CreatureObject that accept a tangible object as a parameter rather than a creature object. They are in use by some of the methods I altered in the combat manager.
General Comments
03 Feb
Ivojedi says:
This patch is in need of updating. Rather than resubmitting a large patch, I'm going to abandon this review and resubmit it in smaller chunks, starting with the parts that can stand alone. Hopefully that'll make it easier to review.
Patch updated. Feedback is welcome.