DarkflameServer/dGame/dBehaviors/InterruptBehavior.cpp

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#include "InterruptBehavior.h"
#include "BehaviorBranchContext.h"
#include "BehaviorContext.h"
#include "Game.h"
#include "Logger.h"
#include "EntityManager.h"
#include "SkillComponent.h"
void InterruptBehavior::Handle(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) {
LWOOBJID usedTarget = m_target ? branch.target : context->originator;
if (usedTarget != context->originator) {
bool isTargetImmuneStuns = false;
if (!bitStream.Read(isTargetImmuneStuns)) {
LOG("Unable to read isTargetImmune from bitStream, aborting Handle! %i", bitStream.GetNumberOfUnreadBits());
return;
};
if (isTargetImmuneStuns) return;
}
if (!this->m_interruptBlock) {
bool isBlockingInterrupts = false;
if (!bitStream.Read(isBlockingInterrupts)) {
LOG("Unable to read isBlockingInterrupts from bitStream, aborting Handle! %i", bitStream.GetNumberOfUnreadBits());
return;
};
if (isBlockingInterrupts) return;
}
bool hasInterruptedStatusEffects = false;
if (!bitStream.Read(hasInterruptedStatusEffects)) {
LOG("Unable to read hasInterruptedStatusEffects from bitStream, aborting Handle! %i", bitStream.GetNumberOfUnreadBits());
return;
};
if (hasInterruptedStatusEffects) {
bool hasMoreInterruptedStatusEffects = false;
int32_t loopLimit = 0;
while (bitStream.Read(hasMoreInterruptedStatusEffects) && hasMoreInterruptedStatusEffects) {
int32_t statusEffectID = 0;
bitStream.Read(statusEffectID);
// nothing happens with this data yes. I have no idea why or what it was used for, but the client literally just reads it and does nothing with it.
// 0x004faca4 for a reference. it also has a hard loop limit of 100 soo,
loopLimit++;
if (loopLimit > 100) {
// if this is hit you have a problem
LOG("Loop limit reached for interrupted status effects, aborting Handle due to bad bitstream! %i", bitStream.GetNumberOfUnreadBits());
break;
}
LOG_DEBUG("Interrupted status effect ID: %i", statusEffectID);
}
}
if (branch.target == context->originator) return;
auto* target = Game::entityManager->GetEntity(branch.target);
if (target == nullptr) return;
auto* skillComponent = target->GetComponent<SkillComponent>();
if (skillComponent == nullptr) return;
skillComponent->Interrupt();
}
void InterruptBehavior::Calculate(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) {
LWOOBJID usedTarget = m_target ? branch.target : context->originator;
if (usedTarget != context->originator) {
bitStream.Write(false);
}
if (!this->m_interruptBlock) {
bitStream.Write(false);
}
bitStream.Write(false);
if (branch.target == context->originator) return;
auto* target = Game::entityManager->GetEntity(branch.target);
if (target == nullptr) return;
auto* skillComponent = target->GetComponent<SkillComponent>();
if (skillComponent == nullptr) return;
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skillComponent->Interrupt();
}
void InterruptBehavior::Load() {
this->m_target = GetBoolean("target");
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this->m_interruptBlock = GetBoolean("interrupt_block");
}