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Improvements for Ninjago Monastery #239

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Merged
merged 43 commits into from
Jul 16, 2021
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enteryournamehere
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@enteryournamehere enteryournamehere commented Jun 19, 2021

  • Correctly handle gameobjects with multiple factions in cdclient
  • Skeleton-specific damage and defense (Buff system)
  • Fix the above for Bonezai and Skeleton Marksmen, client doesn't seem to know about defense
  • Ceiling tiles in the ninjago attic places should fall down
  • Fix moving platforms in Earth garden and Lightning attic
  • Garmadon celebration
  • Find a better way to check whether or not to show it to players
  • Imagination staff mission
  • Fix targetcaster + imagination behaviours (might fix Imagination drops don't work when a consuming weapon is held/used #234)
  • Siege towers script
  • Siege towers should visually fall down before exploding
  • Siege towers should spawn Skeleton Overseer when destroyed
  • Prisoner freeing mission (id 1801)
  • Rails
  • Rails should show correct path in reverse direction too
  • Ice Shrine rails should break an ice block
  • Fix rails sometimes sending you off in a straight line indefinitely
  • Player respawn points
  • Fix some effects playing twice
  • Fix enemies "falling over" all the time (Malstrom Mechs constantly "fall" over when playing their shooting animation. #36)
  • Cave altars should drop imagination when interacted with
  • Sensei Wu daily mission chest

This fixes the smashables on the siege battleground in Ninjago Monastery
There are multiple item sets with matching items.
This change is not as large as git diff makes it seem, I've only added a `foreach`.
Used for Skeleton-specific attack and defense. Also used for a couple other things, such as damage-over-time when holding 14472 (maelstrom dagger). Damage over time buffs like that don't work yet.
Has issues; rails don't show correct camera path, Bonezai bouncer does not work.
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@TheNexusAvenger TheNexusAvenger left a comment

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I'll start playing this locally to test out the changes. Got a few questions in the meantime.

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@MickVermeulen MickVermeulen left a comment

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There's still a few leftover logger statements, overall nice work :)

// this looks ugly, maybe there's a better way to listen once
Delegate cancelOnDamaged1 = null;
Delegate cancelOnDamaged2 = null;
cancelOnDamaged1 = Listen(destroyable.OnArmorChanged, (newValue, delta) =>
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Can't really think of anything than changing the api of Listen to include a once = false parameter

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@TheNexusAvenger TheNexusAvenger Jul 14, 2021

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We may need to do a bit more for this, like create a listener group that allows storing a set of listeners that can be disconnected at once. For this case, we listen to 2 listeners and disconnect both when received.

Example:

var listenerGroup = new ListenerGroup(maxCalls = 1); // MaxCalls may make it more clear this event can only be called once.
listenerGroup.Listen(event1, (...) => {
	...
});
listenerGroup.Listen(event2, (...) => {
	...
});

@enteryournamehere enteryournamehere merged commit df9e510 into dev Jul 16, 2021
@enteryournamehere enteryournamehere deleted the enhancement/ninjago branch July 19, 2021 17:27
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Imagination drops don't work when a consuming weapon is held/used Malstrom Mechs constantly "fall" over when playing their shooting animation.
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