DarkflameServer/dGame/dBehaviors/VerifyBehavior.cpp

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#include "VerifyBehavior.h"
#include "BehaviorBranchContext.h"
#include "EntityManager.h"
#include "NiPoint3.h"
#include "BehaviorContext.h"
#include "Game.h"
#include "Logger.h"
void VerifyBehavior::Calculate(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) {
auto* entity = Game::entityManager->GetEntity(branch.target);
auto success = true;
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if (entity == nullptr) {
success = false;
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} else if (this->m_rangeCheck) {
auto* self = Game::entityManager->GetEntity(context->originator);
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if (self == nullptr) {
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Log::Warn("Invalid self for ({})", context->originator);
return;
}
const auto distance = Vector3::DistanceSquared(self->GetPosition(), entity->GetPosition());
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if (distance > this->m_range * this->m_range) {
success = false;
}
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} else if (this->m_blockCheck) {
// TODO
}
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if (branch.target != LWOOBJID_EMPTY && branch.target != context->originator) {
bitStream.Write(success);
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if (success) {
bitStream.Write<uint32_t>(1);
bitStream.Write0();
bitStream.Write0();
}
}
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if (!success) {
branch.target = LWOOBJID_EMPTY;
}
m_action->Calculate(context, bitStream, branch);
}
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void VerifyBehavior::Load() {
this->m_rangeCheck = GetBoolean("check_range");
this->m_blockCheck = GetBoolean("check blocking");
this->m_action = GetAction("action");
this->m_range = GetFloat("range");
}