DarkflameServer/dGame/dBehaviors/MovementSwitchBehavior.cpp

Ignoring revisions in .git-blame-ignore-revs. Click here to bypass and see the normal blame view.

67 lines
2.4 KiB
C++
Raw Permalink Normal View History

#include "MovementSwitchBehavior.h"
#include "BehaviorBranchContext.h"
#include "Game.h"
#include "Logger.h"
void MovementSwitchBehavior::Handle(BehaviorContext* context, RakNet::BitStream& bitStream, const BehaviorBranchContext branch) {
uint32_t movementType{};
if (!bitStream.Read(movementType)) {
if (this->m_groundAction->m_templateId == BehaviorTemplate::EMPTY &&
this->m_jumpAction->m_templateId == BehaviorTemplate::EMPTY &&
this->m_fallingAction->m_templateId == BehaviorTemplate::EMPTY &&
this->m_doubleJumpAction->m_templateId == BehaviorTemplate::EMPTY &&
this->m_airAction->m_templateId == BehaviorTemplate::EMPTY &&
this->m_jetpackAction->m_templateId == BehaviorTemplate::EMPTY &&
this->m_movingAction->m_templateId == BehaviorTemplate::EMPTY) {
2022-12-28 22:03:07 +00:00
return;
}
LOG("Unable to read movementType from bitStream, aborting Handle! %i", bitStream.GetNumberOfUnreadBits());
return;
};
switch (movementType) {
case 1:
this->m_groundAction->Handle(context, bitStream, branch);
break;
case 2:
this->m_jumpAction->Handle(context, bitStream, branch);
break;
case 3:
2022-12-28 22:03:07 +00:00
this->m_airAction->Handle(context, bitStream, branch);
break;
case 4:
this->m_doubleJumpAction->Handle(context, bitStream, branch);
break;
case 5:
2022-12-28 22:03:07 +00:00
this->m_fallingAction->Handle(context, bitStream, branch);
break;
case 6:
this->m_jetpackAction->Handle(context, bitStream, branch);
break;
default:
2022-12-28 22:03:07 +00:00
this->m_groundAction->Handle(context, bitStream, branch);
break;
}
}
2022-12-28 22:03:07 +00:00
Behavior* MovementSwitchBehavior::LoadMovementType(std::string movementType) {
float actionValue = GetFloat(movementType, -1.0f);
auto loadedBehavior = GetAction(actionValue != -1.0f ? actionValue : 0.0f);
if (actionValue == -1.0f && loadedBehavior->m_templateId == BehaviorTemplate::EMPTY) {
2022-12-28 22:03:07 +00:00
loadedBehavior = this->m_groundAction;
}
return loadedBehavior;
}
2022-12-28 22:03:07 +00:00
void MovementSwitchBehavior::Load() {
float groundActionValue = GetFloat("ground_action", -1.0f);
this->m_groundAction = GetAction(groundActionValue != -1.0f ? groundActionValue : 0.0f);
2022-12-28 22:03:07 +00:00
this->m_airAction = LoadMovementType("air_action");
this->m_doubleJumpAction = LoadMovementType("double_jump_action");
this->m_fallingAction = LoadMovementType("falling_action");
this->m_jetpackAction = LoadMovementType("jetpack_action");
this->m_jumpAction = LoadMovementType("jump_action");
this->m_movingAction = LoadMovementType("moving_action");
}