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Public release of the DLU server code!
Have fun!
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68
dGame/dBehaviors/DamageAbsorptionBehavior.cpp
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68
dGame/dBehaviors/DamageAbsorptionBehavior.cpp
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#include "DamageAbsorptionBehavior.h"
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#include "BehaviorBranchContext.h"
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#include "BehaviorContext.h"
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#include "EntityManager.h"
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#include "Game.h"
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#include "dLogger.h"
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#include "DestroyableComponent.h"
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void DamageAbsorptionBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, const BehaviorBranchContext branch)
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{
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auto* target = EntityManager::Instance()->GetEntity(branch.target);
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if (target == nullptr)
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{
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Game::logger->Log("DamageAbsorptionBehavior", "Failed to find target (%llu)!\n", branch.target);
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return;
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}
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auto* destroyable = target->GetComponent<DestroyableComponent>();
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if (destroyable == nullptr)
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{
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return;
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}
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destroyable->SetDamageToAbsorb(static_cast<uint32_t>(destroyable->GetDamageToAbsorb()) + this->m_absorbAmount);
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destroyable->SetIsShielded(true);
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context->RegisterTimerBehavior(this, branch, target->GetObjectID());
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}
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void DamageAbsorptionBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch)
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{
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Handle(context, bitStream, branch);
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}
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void DamageAbsorptionBehavior::Timer(BehaviorContext* context, BehaviorBranchContext branch, const LWOOBJID second)
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{
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auto* target = EntityManager::Instance()->GetEntity(second);
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if (target == nullptr)
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{
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Game::logger->Log("DamageAbsorptionBehavior", "Failed to find target (%llu)!\n", second);
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return;
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}
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auto* destroyable = target->GetComponent<DestroyableComponent>();
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if (destroyable == nullptr)
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{
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return;
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}
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const auto present = static_cast<uint32_t>(destroyable->GetDamageToAbsorb());
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const auto toRemove = std::min(present, this->m_absorbAmount);
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destroyable->SetDamageToAbsorb(present - toRemove);
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}
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void DamageAbsorptionBehavior::Load()
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{
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this->m_absorbAmount = GetInt("absorb_amount");
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}
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