DarkflameServer/dGame/dBehaviors/ForceMovementBehavior.cpp

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#include "ForceMovementBehavior.h"
#include "BehaviorBranchContext.h"
#include "BehaviorContext.h"
#include "ControllablePhysicsComponent.h"
#include "EntityManager.h"
#include "Game.h"
#include "Logger.h"
void ForceMovementBehavior::Handle(BehaviorContext* context, RakNet::BitStream& bitStream, const BehaviorBranchContext branch) {
if (this->m_hitAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY && this->m_hitEnemyAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY && this->m_hitFactionAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY) {
return;
}
uint32_t handle{};
if (!bitStream.Read(handle)) {
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Log::Warn("Unable to read handle from bitStream, aborting Handle! {:d}", bitStream.GetNumberOfUnreadBits());
return;
}
context->RegisterSyncBehavior(handle, this, branch, this->m_Duration);
}
void ForceMovementBehavior::Sync(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) {
uint32_t next{};
if (!bitStream.Read(next)) {
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Log::Warn("Unable to read target from bitStream, aborting Sync! {:d}", bitStream.GetNumberOfUnreadBits());
return;
}
LWOOBJID target{};
if (!bitStream.Read(target)) {
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Log::Warn("Unable to read target from bitStream, aborting Sync! {:d}", bitStream.GetNumberOfUnreadBits());
return;
}
branch.target = target;
auto* behavior = CreateBehavior(next);
behavior->Handle(context, bitStream, branch);
}
void ForceMovementBehavior::Calculate(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) {
if (this->m_hitAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY && this->m_hitEnemyAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY && this->m_hitFactionAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY) {
return;
}
auto* casterEntity = Game::entityManager->GetEntity(context->caster);
if (casterEntity != nullptr) {
auto* controllablePhysicsComponent = casterEntity->GetComponent<ControllablePhysicsComponent>();
if (controllablePhysicsComponent != nullptr) {
if (m_Forward == 1) {
controllablePhysicsComponent->SetVelocity(controllablePhysicsComponent->GetRotation().GetForwardVector() * 25);
}
Game::entityManager->SerializeEntity(casterEntity);
}
}
const auto skillHandle = context->GetUniqueSkillId();
bitStream.Write(skillHandle);
context->SyncCalculation(skillHandle, this->m_Duration, this, branch);
}
void ForceMovementBehavior::Load() {
this->m_hitAction = GetAction("hit_action");
this->m_hitEnemyAction = GetAction("hit_action_enemy");
this->m_hitFactionAction = GetAction("hit_action_faction");
this->m_Duration = GetFloat("duration");
this->m_Forward = GetFloat("forward");
this->m_Left = GetFloat("left");
this->m_Yaw = GetFloat("yaw");
}
void ForceMovementBehavior::SyncCalculation(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) {
auto* casterEntity = Game::entityManager->GetEntity(context->caster);
if (casterEntity != nullptr) {
auto* controllablePhysicsComponent = casterEntity->GetComponent<ControllablePhysicsComponent>();
if (controllablePhysicsComponent != nullptr) {
controllablePhysicsComponent->SetPosition(controllablePhysicsComponent->GetPosition() + controllablePhysicsComponent->GetVelocity() * m_Duration);
controllablePhysicsComponent->SetVelocity({});
Game::entityManager->SerializeEntity(casterEntity);
}
}
this->m_hitAction->Calculate(context, bitStream, branch);
this->m_hitEnemyAction->Calculate(context, bitStream, branch);
this->m_hitFactionAction->Calculate(context, bitStream, branch);
}