DarkflameServer/dGame/dBehaviors/DamageAbsorptionBehavior.cpp

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#include "DamageAbsorptionBehavior.h"
#include "BehaviorBranchContext.h"
#include "BehaviorContext.h"
#include "EntityManager.h"
#include "Game.h"
#include "Logger.h"
#include "DestroyableComponent.h"
void DamageAbsorptionBehavior::Handle(BehaviorContext* context, RakNet::BitStream& bitStream, const BehaviorBranchContext branch) {
auto* target = Game::entityManager->GetEntity(branch.target);
if (target == nullptr) {
LOG("Failed to find target (%llu)!", branch.target);
return;
}
auto* destroyable = target->GetComponent<DestroyableComponent>();
if (destroyable == nullptr) {
return;
}
destroyable->SetDamageToAbsorb(static_cast<uint32_t>(destroyable->GetDamageToAbsorb()) + this->m_absorbAmount);
destroyable->SetIsShielded(true);
context->RegisterTimerBehavior(this, branch, target->GetObjectID());
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Game::entityManager->SerializeEntity(target);
}
void DamageAbsorptionBehavior::Calculate(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) {
Handle(context, bitStream, branch);
}
void DamageAbsorptionBehavior::Timer(BehaviorContext* context, BehaviorBranchContext branch, const LWOOBJID second) {
auto* target = Game::entityManager->GetEntity(second);
if (target == nullptr) {
LOG("Failed to find target (%llu)!", second);
return;
}
auto* destroyable = target->GetComponent<DestroyableComponent>();
if (destroyable == nullptr) {
return;
}
const auto present = static_cast<uint32_t>(destroyable->GetDamageToAbsorb());
const auto toRemove = std::min(present, this->m_absorbAmount);
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const auto remaining = present - toRemove;
destroyable->SetDamageToAbsorb(remaining);
destroyable->SetIsShielded(remaining > 0);
Game::entityManager->SerializeEntity(target);
}
void DamageAbsorptionBehavior::Load() {
this->m_absorbAmount = GetInt("absorb_amount");
}