2021-12-05 17:54:36 +00:00
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#include "AndBehavior.h"
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#include "BehaviorBranchContext.h"
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#include "Game.h"
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#include "dLogger.h"
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void AndBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, const BehaviorBranchContext branch) {
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for (auto* behavior : this->m_behaviors) {
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behavior->Handle(context, bitStream, branch);
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}
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}
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void AndBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, const BehaviorBranchContext branch) {
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for (auto* behavior : this->m_behaviors) {
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behavior->Calculate(context, bitStream, branch);
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}
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}
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2022-04-27 04:44:35 +00:00
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void AndBehavior::UnCast(BehaviorContext* context, const BehaviorBranchContext branch) {
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for (auto behavior : this->m_behaviors) {
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behavior->UnCast(context, branch);
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}
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}
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2021-12-05 17:54:36 +00:00
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void AndBehavior::Load() {
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const auto parameters = GetParameterNames();
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for (const auto& parameter : parameters) {
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if (parameter.first.rfind("behavior", 0) == 0) {
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auto* action = GetAction(parameter.second);
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this->m_behaviors.push_back(action);
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}
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}
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}
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