DarkflameServer/dGame/dBehaviors/ChangeOrientationBehavior.cpp

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#include "ChangeOrientationBehavior.h"
#include "BehaviorBranchContext.h"
#include "BehaviorContext.h"
#include "EntityManager.h"
#include "BaseCombatAIComponent.h"
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void ChangeOrientationBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
}
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void ChangeOrientationBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
if (!m_ToTarget) return; // TODO: Add the other arguments to this behavior
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auto* self = EntityManager::Instance()->GetEntity(context->originator);
auto* other = EntityManager::Instance()->GetEntity(branch.target);
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if (self == nullptr || other == nullptr) return;
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const auto source = self->GetPosition();
const auto destination = self->GetPosition();
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if (m_OrientCaster) {
auto* baseCombatAIComponent = self->GetComponent<BaseCombatAIComponent>();
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/*if (baseCombatAIComponent != nullptr)
{
baseCombatAIComponent->LookAt(destination);
}
else*/
{
self->SetRotation(NiQuaternion::LookAt(source, destination));
}
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EntityManager::Instance()->SerializeEntity(self);
} else {
other->SetRotation(NiQuaternion::LookAt(destination, source));
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EntityManager::Instance()->SerializeEntity(other);
}
}
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void ChangeOrientationBehavior::Load() {
m_OrientCaster = GetBoolean("orient_caster");
m_ToTarget = GetBoolean("to_target");
}