DarkflameServer/dGame/dBehaviors/BehaviorContext.h

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#pragma once
#include "RakPeerInterface.h"
#include "dCommonVars.h"
#include "BehaviorBranchContext.h"
#include "GameMessages.h"
#include <vector>
#include <forward_list>
class Behavior;
struct BehaviorSyncEntry
{
uint32_t handle = 0;
float time = 0;
bool ignoreInterrupts = false;
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Behavior* behavior = nullptr;
BehaviorBranchContext branchContext;
BehaviorSyncEntry();
};
struct BehaviorTimerEntry
{
float time = 0;
Behavior* behavior = nullptr;
BehaviorBranchContext branchContext;
LWOOBJID second = LWOOBJID_EMPTY;
BehaviorTimerEntry();
};
struct BehaviorEndEntry
{
Behavior* behavior = nullptr;
uint32_t start = 0;
BehaviorBranchContext branchContext;
LWOOBJID second = LWOOBJID_EMPTY;
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BehaviorEndEntry();
};
struct BehaviorContext
{
LWOOBJID originator = LWOOBJID_EMPTY;
bool foundTarget = false;
float skillTime = 0;
uint32_t skillID = 0;
uint32_t skillUId = 0;
bool failed = false;
bool clientInitalized = false;
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std::vector<BehaviorSyncEntry> syncEntries;
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std::vector<BehaviorTimerEntry> timerEntries;
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std::vector<BehaviorEndEntry> endEntries;
std::vector<LWOOBJID> scheduledUpdates;
bool unmanaged = false;
LWOOBJID caster = LWOOBJID_EMPTY;
uint32_t GetUniqueSkillId() const;
void UpdatePlayerSyncs(float deltaTime);
void RegisterSyncBehavior(uint32_t syncId, Behavior* behavior, const BehaviorBranchContext& branchContext, const float duration, bool ignoreInterrupts = false);
void RegisterTimerBehavior(Behavior* behavior, const BehaviorBranchContext& branchContext, LWOOBJID second = LWOOBJID_EMPTY);
void RegisterEndBehavior(Behavior* behavior, const BehaviorBranchContext& branchContext, LWOOBJID second = LWOOBJID_EMPTY);
void ScheduleUpdate(LWOOBJID id);
void ExecuteUpdates();
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bool SyncBehavior(uint32_t syncId, RakNet::BitStream& bitStream);
void Update(float deltaTime);
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void SyncCalculation(uint32_t syncId, float time, Behavior* behavior, const BehaviorBranchContext& branch, bool ignoreInterrupts = false);
void InvokeEnd(uint32_t id);
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bool CalculateUpdate(float deltaTime);
void Interrupt();
void Reset();
void FilterTargets(std::vector<Entity*>& targetsReference, std::forward_list<int32_t>& ignoreFaction, std::forward_list<int32_t>& includeFaction, const bool targetSelf = false, const bool targetEnemy = true, const bool targetFriend = false, const bool targetTeam = false) const;
bool CheckTargetingRequirements(const Entity* target) const;
bool CheckFactionList(std::forward_list<int32_t>& factionList, std::vector<int32_t>& objectsFactions) const;
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explicit BehaviorContext(LWOOBJID originator, bool calculation = false);
~BehaviorContext();
};