DarkflameServer/dGame/dBehaviors/InterruptBehavior.cpp

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#include "InterruptBehavior.h"
#include "BehaviorBranchContext.h"
#include "BehaviorContext.h"
#include "Game.h"
#include "dLogger.h"
#include "EntityManager.h"
#include "SkillComponent.h"
void InterruptBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch)
{
if (branch.target != context->originator)
{
bool unknown = false;
bitStream->Read(unknown);
if (unknown) return;
}
if (!this->m_interruptBlock)
{
bool unknown = false;
bitStream->Read(unknown);
if (unknown) return;
}
if (this->m_target) // Guess...
{
bool unknown = false;
bitStream->Read(unknown);
}
if (branch.target == context->originator) return;
auto* target = EntityManager::Instance()->GetEntity(branch.target);
if (target == nullptr) return;
auto* skillComponent = target->GetComponent<SkillComponent>();
if (skillComponent == nullptr) return;
skillComponent->Interrupt();
}
void InterruptBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch)
{
if (branch.target != context->originator)
{
bitStream->Write(false);
}
if (!this->m_interruptBlock)
{
bitStream->Write(false);
}
bitStream->Write(false);
if (branch.target == context->originator) return;
auto* target = EntityManager::Instance()->GetEntity(branch.target);
if (target == nullptr) return;
auto* skillComponent = target->GetComponent<SkillComponent>();
if (skillComponent == nullptr) return;
skillComponent->Interrupt();
}
void InterruptBehavior::Load()
{
this->m_target = GetBoolean("target");
this->m_interruptBlock = GetBoolean("interrupt_block");
}