DarkflameServer/dGame/dBehaviors/OverTimeBehavior.cpp

81 lines
2.2 KiB
C++
Raw Normal View History

#include "OverTimeBehavior.h"
#include "BehaviorBranchContext.h"
#include "BehaviorContext.h"
#include "Game.h"
#include "dLogger.h"
#include "EntityManager.h"
#include "SkillComponent.h"
#include "DestroyableComponent.h"
/**
* The OverTime behavior is very inconsistent in how it appears in the skill tree vs. how it should behave.
*
* Items like "Doc in a Box" use an overtime behavior which you would expect have health & armor regen, but is only fallowed by a stun.
*
* Due to this inconsistency, we have to implement a special case for some items.
*/
void OverTimeBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch)
{
const auto originator = context->originator;
auto* entity = EntityManager::Instance()->GetEntity(originator);
if (entity == nullptr)
{
return;
}
for (size_t i = 0; i < m_NumIntervals; i++)
{
entity->AddCallbackTimer((i + 1) * m_Delay, [originator, branch, this]() {
auto* entity = EntityManager::Instance()->GetEntity(originator);
if (entity == nullptr)
{
return;
}
auto* skillComponent = entity->GetComponent<SkillComponent>();
if (skillComponent == nullptr)
{
return;
}
skillComponent->CalculateBehavior(0, m_Action->m_behaviorId, branch.target, true, true);
auto* destroyableComponent = entity->GetComponent<DestroyableComponent>();
if (destroyableComponent == nullptr)
{
return;
}
/**
* Special cases for inconsistent behavior.
*/
switch (m_behaviorId)
{
case 26253: // "Doc in a Box", heal up to 6 health and regen up to 18 armor.
destroyableComponent->Heal(1);
destroyableComponent->Repair(3);
break;
}
});
}
}
void OverTimeBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch)
{
}
void OverTimeBehavior::Load()
{
m_Action = GetAction("action");
m_Delay = GetFloat("delay");
m_NumIntervals = GetInt("num_intervals");
}