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https://bitbucket.org/Ioncannon/project-meteor-server.git
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added pool/spawn/genus mod loading
- moved ai helper classes to own folder
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parent
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19 changed files with 484 additions and 138 deletions
444
FFXIVClassic Map Server/actors/chara/ai/helpers/TargetFind.cs
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444
FFXIVClassic Map Server/actors/chara/ai/helpers/TargetFind.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using FFXIVClassic_Map_Server.Actors;
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using FFXIVClassic.Common;
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using FFXIVClassic_Map_Server.actors.chara.ai;
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using FFXIVClassic_Map_Server.actors.chara.ai.controllers;
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using FFXIVClassic_Map_Server.actors.group;
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using FFXIVClassic_Map_Server.packets.send.actor;
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// port of dsp's ai code https://github.com/DarkstarProject/darkstar/blob/master/src/map/ai/
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namespace FFXIVClassic_Map_Server.actors.chara.ai
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{
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// https://github.com/Windower/POLUtils/blob/master/PlayOnline.FFXI/Enums.cs
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[Flags]
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public enum ValidTarget : ushort
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{
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None = 0x00,
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Self = 0x01,
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Player = 0x02,
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PartyMember = 0x04,
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Ally = 0x08,
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NPC = 0x10,
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Enemy = 0x20,
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Unknown = 0x40,
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Object = 0x60,
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CorpseOnly = 0x80,
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Corpse = 0x9D // CorpseOnly + NPC + Ally + Partymember + Self
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}
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/// <summary> Targeting from/to different entity types </summary>
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enum TargetFindCharacterType : byte
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{
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None,
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/// <summary> Player can target all <see cref="Player">s in party </summary>
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PlayerToPlayer,
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/// <summary> Player can target all <see cref="BattleNpc"/>s (excluding player owned <see cref="Pet"/>s) </summary>
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PlayerToBattleNpc,
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/// <summary> BattleNpc can target other <see cref="BattleNpc"/>s </summary>
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BattleNpcToBattleNpc,
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/// <summary> BattleNpc can target <see cref="Player"/>s and their <see cref="Pet"/>s </summary>
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BattleNpcToPlayer,
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}
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/// <summary> Type of AOE region to create </summary>
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enum TargetFindAOEType : byte
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{
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None,
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/// <summary> Really a cylinder, uses maxDistance parameter in SetAOEType </summary>
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Circle,
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/// <summary> Create a cone with param in radians </summary>
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Cone,
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/// <summary> Box using self/target coords and </summary>
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Box
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}
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/// <summary> Set AOE around self or target </summary>
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enum TargetFindAOETarget : byte
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{
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/// <summary> Set AOE's origin at target's position </summary>
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Target,
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/// <summary> Set AOE's origin to own position. </summary>
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Self
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}
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/// <summary> Target finding helper class </summary>
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class TargetFind
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{
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private Character owner;
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private Character masterTarget; // if target is a pet, this is the owner
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private TargetFindCharacterType findType;
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private ValidTarget validTarget;
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private TargetFindAOETarget aoeTarget;
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private TargetFindAOEType aoeType;
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private Vector3 targetPosition;
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private float maxDistance;
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private float param;
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private List<Character> targets;
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public TargetFind(Character owner)
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{
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this.owner = owner;
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Reset();
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}
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public void Reset()
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{
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this.findType = TargetFindCharacterType.None;
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this.validTarget = ValidTarget.Enemy;
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this.aoeType = TargetFindAOEType.None;
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this.aoeTarget = TargetFindAOETarget.Target;
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this.targetPosition = null;
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this.maxDistance = 0.0f;
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this.param = 0.0f;
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this.targets = new List<Character>();
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}
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public List<T> GetTargets<T>() where T : Character
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{
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return new List<T>(targets.OfType<T>());
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}
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public List<Character> GetTargets()
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{
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return targets;
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}
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/// <summary>
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/// Call this before <see cref="FindWithinArea"/> <para/>
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/// </summary>
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/// <param name="maxDistance">
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/// <see cref="TargetFindAOEType.Circle"/> - radius of circle <para/>
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/// <see cref="TargetFindAOEType.Cone"/> - height of cone <para/>
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/// <see cref="TargetFindAOEType.Box"/> - width of box / 2 (todo: set box length not just between user and target)
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/// </param>
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/// <param name="param"> param in degrees of cone (todo: probably use radians and forget converting at runtime) </param>
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public void SetAOEType(ValidTarget validTarget, TargetFindAOEType aoeType, TargetFindAOETarget aoeTarget, float maxDistance = -1.0f, float param = -1.0f)
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{
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this.validTarget = validTarget;
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this.aoeType = aoeType;
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this.maxDistance = maxDistance != -1.0f ? maxDistance : 0.0f;
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this.param = param != -1.0f ? param : 0.0f;
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}
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/// <summary>
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/// Call this to prepare Box AOE
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/// </summary>
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/// <param name="validTarget"></param>
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/// <param name="aoeTarget"></param>
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/// <param name="length"></param>
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/// <param name="width"></param>
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public void SetAOEBox(ValidTarget validTarget, TargetFindAOETarget aoeTarget, float length, float width)
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{
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this.validTarget = validTarget;
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this.aoeType = TargetFindAOEType.Box;
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this.aoeTarget = aoeTarget;
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float x = owner.positionX - (float)Math.Cos(owner.rotation + (float)(Math.PI / 2)) * (length);
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float z = owner.positionZ + (float)Math.Sin(owner.rotation + (float)(Math.PI / 2)) * (length);
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this.targetPosition = new Vector3(x, owner.positionY, z);
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this.maxDistance = width;
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}
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/// <summary>
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/// Find and try to add a single target to target list
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/// </summary>
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public void FindTarget(Character target, ValidTarget flags)
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{
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validTarget = flags;
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// todo: maybe this should only be set if successfully added?
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AddTarget(target, false);
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}
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/// <summary>
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/// <para> Call SetAOEType before calling this </para>
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/// Find targets within area set by <see cref="SetAOEType"/>
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/// </summary>
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public void FindWithinArea(Character target, ValidTarget flags, TargetFindAOETarget aoeTarget)
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{
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validTarget = flags;
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// are we creating aoe circles around target or self
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if (aoeTarget == TargetFindAOETarget.Self)
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this.targetPosition = owner.GetPosAsVector3();
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else
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this.targetPosition = target.GetPosAsVector3();
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masterTarget = TryGetMasterTarget(target) ?? target;
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// todo: this is stupid
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bool withPet = (flags & ValidTarget.Ally) != 0 || masterTarget.allegiance != owner.allegiance;
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if (masterTarget != null)
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targets.Add(masterTarget);
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if (IsPlayer(owner))
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{
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if (masterTarget is Player)
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{
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findType = TargetFindCharacterType.PlayerToPlayer;
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if (masterTarget.currentParty != null)
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{
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if ((validTarget & (ValidTarget.Ally | ValidTarget.PartyMember)) != 0)
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AddAllInAlliance(masterTarget, withPet);
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else
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AddAllInParty(masterTarget, withPet);
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}
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else
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{
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AddTarget(masterTarget, withPet);
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}
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}
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else
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{
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findType = TargetFindCharacterType.PlayerToBattleNpc;
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AddAllBattleNpcs(masterTarget, false);
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}
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}
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else
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{
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// todo: this needs checking..
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if (masterTarget is Player || owner.allegiance == CharacterTargetingAllegiance.Player)
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findType = TargetFindCharacterType.BattleNpcToPlayer;
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else
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findType = TargetFindCharacterType.BattleNpcToBattleNpc;
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// todo: configurable pet aoe buff
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if (findType == TargetFindCharacterType.BattleNpcToBattleNpc && TryGetMasterTarget(target) != null)
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withPet = true;
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// todo: does ffxiv have call for help flag?
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//if ((findFlags & ValidTarget.HitAll) != 0)
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//{
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// AddAllInZone(masterTarget, withPet);
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//}
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AddAllInAlliance(target, withPet);
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if (findType == TargetFindCharacterType.BattleNpcToPlayer)
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{
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if (owner.allegiance == CharacterTargetingAllegiance.Player)
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AddAllInZone(masterTarget, withPet);
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else
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AddAllInHateList();
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}
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}
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}
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/// <summary>
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/// Find targets within a box using owner's coordinates and target's coordinates as length
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/// with corners being `maxDistance` yalms to either side of self and target
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/// </summary>
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private bool IsWithinBox(Character target, bool withPet)
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{
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if (aoeTarget == TargetFindAOETarget.Self)
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targetPosition = owner.GetPosAsVector3();
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else
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targetPosition = target.GetPosAsVector3();
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var myPos = owner.GetPosAsVector3();
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var angle = Vector3.GetAngle(myPos, targetPosition);
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// todo: actually check this works..
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var myCorner = myPos.NewHorizontalVector(angle, maxDistance);
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var myCorner2 = myPos.NewHorizontalVector(angle, -maxDistance);
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var targetCorner = targetPosition.NewHorizontalVector(angle, maxDistance);
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var targetCorner2 = targetPosition.NewHorizontalVector(angle, -maxDistance);
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return target.GetPosAsVector3().IsWithinBox(targetCorner2, myCorner);
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}
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private bool IsWithinCone(Character target, bool withPet)
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{
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// todo: make this actual cone
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return owner.IsFacing(target, param) && Utils.Distance(owner.positionX, owner.positionY, owner.positionZ, target.positionX, target.positionY, target.positionZ) < maxDistance;
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}
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private void AddTarget(Character target, bool withPet)
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{
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if (CanTarget(target))
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{
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// todo: add pets too
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targets.Add(target);
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}
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}
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private void AddAllInParty(Character target, bool withPet)
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{
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var party = target.currentParty as Party;
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if (party != null)
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{
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foreach (var actorId in party.members)
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{
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AddTarget(owner.zone.FindActorInArea<Character>(actorId), withPet);
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}
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}
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}
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private void AddAllInAlliance(Character target, bool withPet)
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{
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// todo:
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AddAllInParty(target, withPet);
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}
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private void AddAllBattleNpcs(Character target, bool withPet)
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{
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var actors = owner.zone.GetActorsAroundActor<BattleNpc>(owner, 50);
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foreach (BattleNpc actor in actors)
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{
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AddTarget(actor, false);
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}
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}
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private void AddAllInZone(Character target, bool withPet)
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{
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var actors = owner.zone.GetAllActors<Character>();
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foreach (Character actor in actors)
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{
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AddTarget(actor, withPet);
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}
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}
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private void AddAllInHateList()
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{
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if (!(owner is BattleNpc))
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{
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Program.Log.Error($"TargetFind.AddAllInHateList() owner [{owner.actorId}] {owner.customDisplayName} {owner.actorName} is not a BattleNpc");
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}
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else
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{
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foreach (var hateEntry in ((BattleNpc)owner).hateContainer.GetHateList())
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{
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AddTarget(hateEntry.Value.actor, false);
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}
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}
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}
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public bool CanTarget(Character target, bool withPet = false, bool retarget = false, bool ignoreAOE = false)
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{
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// already targeted, dont target again
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if (target == null || !retarget && targets.Contains(target))
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return false;
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// cant target dead
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if ((validTarget & ValidTarget.Corpse) == 0 && target.IsDead())
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return false;
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if ((validTarget & ValidTarget.Ally) != 0 && target.allegiance != owner.allegiance)
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return false;
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if ((validTarget & ValidTarget.Enemy) != 0 && target.allegiance == owner.allegiance)
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return false;
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if ((validTarget & ValidTarget.NPC) != 0 && target.isStatic)
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return false;
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// todo: why is player always zoning?
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// cant target if zoning
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if (target is Player && ((Player)target).playerSession.isUpdatesLocked)
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{
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owner.aiContainer.ChangeTarget(null);
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return false;
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}
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if (/*target.isZoning || owner.isZoning || */target.zone != owner.zone)
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return false;
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if (validTarget == ValidTarget.Self && aoeType == TargetFindAOEType.None && owner != target)
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return false;
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// this is fuckin retarded, think of a better way l8r
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if (!ignoreAOE)
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{
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// hit everything within zone or within aoe region
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if (maxDistance == -1.0f || aoeType == TargetFindAOEType.Circle && !IsWithinCircle(target, maxDistance))
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return false;
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if (aoeType == TargetFindAOEType.Cone && !IsWithinCone(target, withPet))
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return false;
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if (aoeType == TargetFindAOEType.Box && !IsWithinBox(target, withPet))
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return false;
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if (aoeType == TargetFindAOEType.None && targets.Count != 0)
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return false;
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}
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return true;
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}
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private bool IsWithinCircle(Character target, float maxDistance)
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{
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// todo: make y diff modifiable?
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if (Math.Abs(owner.positionX - target.positionY) > 6.0f)
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return false;
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if (this.targetPosition == null)
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this.targetPosition = aoeTarget == TargetFindAOETarget.Self ? owner.GetPosAsVector3() : masterTarget.GetPosAsVector3();
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return target.GetPosAsVector3().IsWithinCircle(targetPosition, param);
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}
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private bool IsPlayer(Character target)
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{
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if (target is Player)
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return true;
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// treat player owned pets as players too
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return TryGetMasterTarget(target) is Player;
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}
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private Character TryGetMasterTarget(Character target)
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{
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// if character is a player owned pet, treat as a player
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if (target.aiContainer != null)
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{
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var controller = target.aiContainer.GetController<PetController>();
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if (controller != null)
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return controller.GetPetMaster();
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}
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return null;
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}
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private bool IsBattleNpcOwner(Character target)
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{
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// i know i copied this from dsp but what even
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if (!(owner is Player) || target is Player)
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return true;
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// todo: check hate list
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if (owner is BattleNpc && ((BattleNpc)owner).hateContainer.GetMostHatedTarget() != target)
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{
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return false;
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}
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return false;
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}
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public Character GetValidTarget(Character target, ValidTarget findFlags)
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{
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if (target == null || target is Player && ((Player)target).playerSession.isUpdatesLocked)
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return null;
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if ((findFlags & ValidTarget.Ally) != 0)
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{
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return owner.pet;
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}
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// todo: this is beyond retarded
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var oldFlags = this.validTarget;
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this.validTarget = findFlags;
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if (CanTarget(target, false, true))
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{
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this.validTarget = oldFlags;
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return target;
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}
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this.validTarget = oldFlags;
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return null;
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}
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}
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}
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