DarkflameServer/dGame/dBehaviors/SwitchBehavior.cpp

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#include "SwitchBehavior.h"
#include "BehaviorBranchContext.h"
#include "EntityManager.h"
#include "Logger.h"
#include "DestroyableComponent.h"
#include "BehaviorContext.h"
#include "BuffComponent.h"
void SwitchBehavior::Handle(BehaviorContext* context, RakNet::BitStream& bitStream, const BehaviorBranchContext branch) {
bool state = true;
if (m_imagination > 0 || m_targetHasBuff > 0 || m_Distance > -1.0f) {
if (!bitStream.Read(state)) {
LOG("Unable to read state from bitStream, aborting Handle! %i", bitStream.GetNumberOfUnreadBits());
return;
};
}
auto* entity = Game::entityManager->GetEntity(context->originator);
if (!entity) return;
auto* destroyableComponent = entity->GetComponent<DestroyableComponent>();
if (destroyableComponent) {
if (m_isEnemyFaction) {
auto* target = Game::entityManager->GetEntity(branch.target);
if (target) state = destroyableComponent->IsEnemy(target);
}
LOG_DEBUG("[%i] State: (%d), imagination: (%i) / (%f)", entity->GetLOT(), state, destroyableComponent->GetImagination(), destroyableComponent->GetMaxImagination());
}
auto* behaviorToCall = state ? m_actionTrue : m_actionFalse;
behaviorToCall->Handle(context, bitStream, branch);
}
void SwitchBehavior::Calculate(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) {
bool state = true;
if (m_imagination > 0 || m_targetHasBuff > 0 || m_Distance > -1.0f) {
auto* entity = Game::entityManager->GetEntity(branch.target);
state = entity != nullptr;
if (state) {
if (m_targetHasBuff != 0) {
auto* buffComponent = entity->GetComponent<BuffComponent>();
if (buffComponent != nullptr && !buffComponent->HasBuff(m_targetHasBuff)) {
state = false;
}
} else if (m_imagination > 0) {
auto* destroyableComponent = entity->GetComponent<DestroyableComponent>();
if (destroyableComponent && destroyableComponent->GetImagination() < m_imagination) {
state = false;
}
} else if (m_Distance > -1.0f) {
auto* originator = Game::entityManager->GetEntity(context->originator);
if (originator) {
const auto distance = (originator->GetPosition() - entity->GetPosition()).Length();
state = distance <= m_Distance;
}
}
}
bitStream.Write(state);
}
auto* behaviorToCall = state ? m_actionTrue : m_actionFalse;
behaviorToCall->Calculate(context, bitStream, branch);
}
void SwitchBehavior::Load() {
this->m_actionTrue = GetAction("action_true");
this->m_actionFalse = GetAction("action_false");
this->m_imagination = GetInt("imagination");
this->m_isEnemyFaction = GetBoolean("isEnemyFaction");
this->m_targetHasBuff = GetInt("target_has_buff", -1);
this->m_Distance = GetFloat("distance", -1.0f);
}