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https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-24 06:27:24 +00:00
simplify and address feedback
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parent
37f60d9177
commit
0e7be44ab6
@ -8,14 +8,12 @@
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void FallSpeedBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
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// make sure required parameter has non-default value
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if (m_PercentSlowed == 0.0f) return;
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branch.target = context->caster;
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auto* target = EntityManager::Instance()->GetEntity(branch.target);
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if (!target) return;
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auto* controllablePhysicsComponent = target->GetComponent<ControllablePhysicsComponent>();
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if (!controllablePhysicsComponent) return;
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controllablePhysicsComponent->AddFallSpeed(m_PercentSlowed);
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controllablePhysicsComponent->SetGravityScale(m_PercentSlowed);
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EntityManager::Instance()->SerializeEntity(target);
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if (branch.duration > 0.0f) {
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@ -43,7 +41,7 @@ void FallSpeedBehavior::End(BehaviorContext* context, BehaviorBranchContext bran
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auto* controllablePhysicsComponent = target->GetComponent<ControllablePhysicsComponent>();
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if (!controllablePhysicsComponent) return;
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controllablePhysicsComponent->RemoveFallSpeed(m_PercentSlowed);
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controllablePhysicsComponent->SetGravityScale(1);
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EntityManager::Instance()->SerializeEntity(target);
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}
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@ -320,7 +320,7 @@ void ControllablePhysicsComponent::RemoveSpeedboost(float value) {
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// Recalculate speedboost since we removed one
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m_SpeedBoost = 0.0f;
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if (m_ActiveSpeedBoosts.size() == 0) { // no active speed boosts left, so return to base speed
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if (m_ActiveSpeedBoosts.empty()) { // no active speed boosts left, so return to base speed
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auto* levelProgressionComponent = m_Parent->GetComponent<LevelProgressionComponent>();
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if (levelProgressionComponent) m_SpeedBoost = levelProgressionComponent->GetSpeedBase();
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} else { // Used the last applied speedboost
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@ -388,29 +388,3 @@ void ControllablePhysicsComponent::SetStunImmunity(
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bImmuneToStunUseItem
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);
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}
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void ControllablePhysicsComponent::AddFallSpeed(float value) {
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m_ActiveFallSpeeds.push_back(value);
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m_FallSpeed = value;
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SetGravityScale(value);
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}
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void ControllablePhysicsComponent::RemoveFallSpeed(float value) {
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const auto pos = std::find(m_ActiveFallSpeeds.begin(), m_ActiveFallSpeeds.end(), value);
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if (pos != m_ActiveFallSpeeds.end()) {
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m_ActiveFallSpeeds.erase(pos);
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} else {
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Game::logger->LogDebug("ControllablePhysicsComponent", "Warning: Could not find FallSpeed %f in list of active FallSpeeds. List has %i active FallSpeeds.", value, m_ActiveFallSpeeds.size());
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return;
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}
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// Recalculate FallSpeed since we removed one
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m_FallSpeed = 0.0f;
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if (m_ActiveFallSpeeds.size() == 0) { // no active fall speeds left, so return to base gravity
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m_FallSpeed = 1;
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} else { // Used the last applied FallSpeed
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m_FallSpeed = m_ActiveFallSpeeds.back();
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}
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SetSpeedMultiplier(m_FallSpeed); // 500 being the base speed
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EntityManager::Instance()->SerializeEntity(m_Parent);
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}
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@ -317,24 +317,6 @@ public:
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const bool GetImmuneToStunTurn() { return m_ImmuneToStunTurnCount > 0;};
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const bool GetImmuneToStunUseItem() { return m_ImmuneToStunUseItemCount > 0;};
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/**
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* Add a Fall Speed to the entity
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* This will recalculate the Fall Speed based on what is being added
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*/
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void AddFallSpeed(float value);
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/**
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* Remove Fall Speed from entity
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* This will recalculate the Fall Speed based on what is the last one in te vector
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*/
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void RemoveFallSpeed(float value);
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/**
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* The Fall Speeds of this component.
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* @return All active Fall Speeds for this component.
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*/
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std::vector<float> GetActiveFallSpeeds() { return m_ActiveFallSpeeds; };
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private:
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/**
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* The entity that owns this component
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@ -491,16 +473,6 @@ private:
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int32_t m_ImmuneToStunMoveCount;
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int32_t m_ImmuneToStunTurnCount;
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int32_t m_ImmuneToStunUseItemCount;
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/**
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* The list of fall speeds for this entity
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*/
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std::vector<float> m_ActiveFallSpeeds;
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/**
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* The active fall speed for this entity
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*/
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float m_FallSpeed;
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};
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#endif // CONTROLLABLEPHYSICSCOMPONENT_H
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