mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-10 02:08:20 +00:00
81 lines
2.2 KiB
C++
81 lines
2.2 KiB
C++
|
#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");
|
||
|
}
|