2022-08-06 03:01:59 +00:00
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#include "SwitchBehavior.h"
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2021-12-05 17:54:36 +00:00
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#include "BehaviorBranchContext.h"
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#include "EntityManager.h"
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2023-10-21 23:31:55 +00:00
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#include "Logger.h"
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2021-12-05 17:54:36 +00:00
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#include "DestroyableComponent.h"
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#include "BehaviorContext.h"
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#include "BuffComponent.h"
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2024-02-27 07:25:44 +00:00
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void SwitchBehavior::Handle(BehaviorContext* context, RakNet::BitStream& bitStream, const BehaviorBranchContext branch) {
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2021-12-05 17:54:36 +00:00
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auto state = true;
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2022-07-28 13:39:57 +00:00
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if (this->m_imagination > 0 || !this->m_isEnemyFaction) {
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2024-02-27 07:25:44 +00:00
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if (!bitStream.Read(state)) {
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2024-03-13 02:10:01 +00:00
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Log::Warn("Unable to read state from bitStream, aborting Handle! {}", bitStream.GetNumberOfUnreadBits());
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2022-12-16 21:23:02 +00:00
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return;
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};
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2021-12-05 17:54:36 +00:00
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}
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2023-07-15 20:56:33 +00:00
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auto* entity = Game::entityManager->GetEntity(context->originator);
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2021-12-05 17:54:36 +00:00
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2022-07-28 13:39:57 +00:00
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if (entity == nullptr) {
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return;
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}
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2021-12-05 17:54:36 +00:00
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2022-07-28 13:39:57 +00:00
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auto* destroyableComponent = entity->GetComponent<DestroyableComponent>();
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2022-07-25 02:26:51 +00:00
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2022-07-28 13:39:57 +00:00
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if (destroyableComponent == nullptr) {
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2021-12-05 17:54:36 +00:00
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return;
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}
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2024-03-13 02:10:01 +00:00
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Log::Debug("[{}] State: ({}), imagination: ({}) / ({})", entity->GetLOT(), state, destroyableComponent->GetImagination(), destroyableComponent->GetMaxImagination());
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2021-12-05 17:54:36 +00:00
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2023-05-11 11:37:02 +00:00
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if (state) {
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2021-12-05 17:54:36 +00:00
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this->m_actionTrue->Handle(context, bitStream, branch);
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2022-07-28 13:39:57 +00:00
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} else {
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2021-12-05 17:54:36 +00:00
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this->m_actionFalse->Handle(context, bitStream, branch);
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}
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}
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2024-02-27 07:25:44 +00:00
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void SwitchBehavior::Calculate(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) {
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2021-12-05 17:54:36 +00:00
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auto state = true;
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2022-07-25 02:26:51 +00:00
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2022-07-28 13:39:57 +00:00
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if (this->m_imagination > 0 || !this->m_isEnemyFaction) {
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2023-07-15 20:56:33 +00:00
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auto* entity = Game::entityManager->GetEntity(branch.target);
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2021-12-05 17:54:36 +00:00
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state = entity != nullptr;
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2022-07-28 13:39:57 +00:00
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if (state && m_targetHasBuff != 0) {
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auto* buffComponent = entity->GetComponent<BuffComponent>();
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2021-12-05 17:54:36 +00:00
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2022-07-28 13:39:57 +00:00
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if (buffComponent != nullptr && !buffComponent->HasBuff(m_targetHasBuff)) {
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2021-12-05 17:54:36 +00:00
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state = false;
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}
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}
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2024-02-27 07:25:44 +00:00
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bitStream.Write(state);
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2021-12-05 17:54:36 +00:00
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}
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2022-07-28 13:39:57 +00:00
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if (state) {
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2021-12-05 17:54:36 +00:00
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this->m_actionTrue->Calculate(context, bitStream, branch);
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2022-07-28 13:39:57 +00:00
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} else {
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2021-12-05 17:54:36 +00:00
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this->m_actionFalse->Calculate(context, bitStream, branch);
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}
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}
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2022-07-28 13:39:57 +00:00
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void SwitchBehavior::Load() {
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2021-12-05 17:54:36 +00:00
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this->m_actionTrue = GetAction("action_true");
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2022-07-25 02:26:51 +00:00
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2021-12-05 17:54:36 +00:00
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this->m_actionFalse = GetAction("action_false");
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2022-07-25 02:26:51 +00:00
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2021-12-05 17:54:36 +00:00
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this->m_imagination = GetInt("imagination");
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2022-07-25 02:26:51 +00:00
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2021-12-05 17:54:36 +00:00
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this->m_isEnemyFaction = GetBoolean("isEnemyFaction");
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this->m_targetHasBuff = GetInt("target_has_buff");
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}
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