[Quest API] (Performance) Check event EVENT_AGGRO, EVENT_ATTACK, or EVENT_COMBAT exist before export and execute (#2901)

* [Quest API] Optionally parse EVENT_COMBAT

# Notes
- Optionally parse this event instead of always doing so.

* Optional EVENT_ATTACK

* Update attack.cpp
This commit is contained in:
Alex King
2023-02-12 23:30:24 -05:00
committed by GitHub
parent bad44f35e2
commit 93f19d3971
3 changed files with 32 additions and 11 deletions
+15 -4
View File
@@ -1923,7 +1923,10 @@ void Mob::AI_Event_Engaged(Mob *attacker, bool yell_for_help)
//if the target dies before it goes off
if (attacker->GetHP() > 0) {
if (!CastToNPC()->GetCombatEvent() && GetHP() > 0) {
parse->EventNPC(EVENT_COMBAT, CastToNPC(), attacker, "1", 0);
if (parse->HasQuestSub(GetNPCTypeID(), EVENT_COMBAT)) {
parse->EventNPC(EVENT_COMBAT, CastToNPC(), attacker, "1", 0);
}
auto emote_id = GetEmoteID();
if (emote_id) {
CastToNPC()->DoNPCEmote(EQ::constants::EmoteEventTypes::EnterCombat, emoteid);
@@ -1938,7 +1941,9 @@ void Mob::AI_Event_Engaged(Mob *attacker, bool yell_for_help)
}
if (IsBot()) {
parse->EventBot(EVENT_COMBAT, CastToBot(), attacker, "1", 0);
if (parse->BotHasQuestSub(EVENT_COMBAT)) {
parse->EventBot(EVENT_COMBAT, CastToBot(), attacker, "1", 0);
}
}
}
@@ -1966,7 +1971,11 @@ void Mob::AI_Event_NoLongerEngaged() {
if (CastToNPC()->GetCombatEvent() && GetHP() > 0) {
if (entity_list.GetNPCByID(GetID())) {
auto emote_id = CastToNPC()->GetEmoteID();
parse->EventNPC(EVENT_COMBAT, CastToNPC(), nullptr, "0", 0);
if (parse->HasQuestSub(GetNPCTypeID(), EVENT_COMBAT)) {
parse->EventNPC(EVENT_COMBAT, CastToNPC(), nullptr, "0", 0);
}
if (emote_id) {
CastToNPC()->DoNPCEmote(EQ::constants::EmoteEventTypes::LeaveCombat, emoteid);
}
@@ -1976,7 +1985,9 @@ void Mob::AI_Event_NoLongerEngaged() {
}
}
} else if (IsBot()) {
parse->EventBot(EVENT_COMBAT, CastToBot(), nullptr, "0", 0);
if (parse->BotHasQuestSub(EVENT_COMBAT)) {
parse->EventBot(EVENT_COMBAT, CastToBot(), nullptr, "0", 0);
}
}
}