DarkflameServer/dGame/dBehaviors/AttackDelayBehavior.cpp

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#include "AttackDelayBehavior.h"
#include "BehaviorBranchContext.h"
#include "BehaviorContext.h"
#include "Game.h"
#include "dLogger.h"
void AttackDelayBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, const BehaviorBranchContext branch)
{
uint32_t handle;
bitStream->Read(handle);
for (auto i = 0u; i < this->m_numIntervals; ++i)
{
context->RegisterSyncBehavior(handle, this, branch);
}
}
void AttackDelayBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, const BehaviorBranchContext branch)
{
const auto handle = context->GetUniqueSkillId();
bitStream->Write(handle);
context->foundTarget = true;
for (auto i = 0u; i < this->m_numIntervals; ++i)
{
const auto multiple = static_cast<float>(i + 1);
context->SyncCalculation(handle, this->m_delay * multiple, this, branch, m_ignoreInterrupts);
}
}
void AttackDelayBehavior::Sync(BehaviorContext* context, RakNet::BitStream* bitStream, const BehaviorBranchContext branch)
{
this->m_action->Handle(context, bitStream, branch);
}
void AttackDelayBehavior::SyncCalculation(BehaviorContext* context, RakNet::BitStream* bitStream, const BehaviorBranchContext branch)
{
PlayFx(u"cast", context->originator);
this->m_action->Calculate(context, bitStream, branch);
}
void AttackDelayBehavior::Load()
{
this->m_numIntervals = GetInt("num_intervals");
this->m_action = GetAction("action");
this->m_delay = GetFloat("delay");
this->m_ignoreInterrupts = GetBoolean("ignore_interrupts");
if (this->m_numIntervals == 0)
{
this->m_numIntervals = 1;
}
}