Add speedbase readling and writing to the level prograssion component and impli proper character versions for fixes (#856)

* Add speed base readling and writing
to the level prograssion component
Add retroactive fix to the  world transfer
TODO: see about versioning charxml fixes to make them not run every time

* version all current changes

* cleanup speed behavior
add calculate for future use in scripts
make < 1 speed multiplier possible
tested wormholer and it plays anims correctly

* cap the lower end of the speed multiplier
until the ending the behavior on hit properly works

* address feedback
add emun for character version
make set ignore multipliers consistent in speed behavior
switch case for char version upgrades

* remove the ability to stack speed boosts

* update value on level ups
This commit is contained in:
Aaron Kimbrell
2022-12-19 13:45:50 -06:00
committed by GitHub
parent f311685dda
commit 157a05239e
9 changed files with 166 additions and 69 deletions

View File

@@ -7,85 +7,44 @@
void SpeedBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
if (m_AffectsCaster) {
branch.target = context->caster;
}
if (m_AffectsCaster) branch.target = context->caster;
auto* target = EntityManager::Instance()->GetEntity(branch.target);
if (target == nullptr) {
return;
}
if (!target) return;
auto* controllablePhysicsComponent = target->GetComponent<ControllablePhysicsComponent>();
if (!controllablePhysicsComponent) return;
if (controllablePhysicsComponent == nullptr) {
return;
}
const auto current = controllablePhysicsComponent->GetSpeedMultiplier();
controllablePhysicsComponent->SetSpeedMultiplier(current + ((m_RunSpeed - 500.0f) / 500.0f));
controllablePhysicsComponent->AddSpeedboost(m_RunSpeed);
EntityManager::Instance()->SerializeEntity(target);
if (branch.duration > 0.0f) {
context->RegisterTimerBehavior(this, branch);
} else if (branch.start > 0) {
controllablePhysicsComponent->SetIgnoreMultipliers(true);
context->RegisterEndBehavior(this, branch);
}
}
void SpeedBehavior::Timer(BehaviorContext* context, BehaviorBranchContext branch, LWOOBJID second) {
auto* target = EntityManager::Instance()->GetEntity(branch.target);
if (target == nullptr) {
return;
}
auto* controllablePhysicsComponent = target->GetComponent<ControllablePhysicsComponent>();
if (controllablePhysicsComponent == nullptr) {
return;
}
const auto current = controllablePhysicsComponent->GetSpeedMultiplier();
controllablePhysicsComponent->SetSpeedMultiplier(current - ((m_RunSpeed - 500.0f) / 500.0f));
EntityManager::Instance()->SerializeEntity(target);
void SpeedBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
Handle(context, bitStream, branch);
}
void SpeedBehavior::End(BehaviorContext* context, BehaviorBranchContext branch, LWOOBJID second) {
auto* target = EntityManager::Instance()->GetEntity(branch.target);
if (target == nullptr) {
return;
}
if (!target) return;
auto* controllablePhysicsComponent = target->GetComponent<ControllablePhysicsComponent>();
if (!controllablePhysicsComponent) return;
if (controllablePhysicsComponent == nullptr) {
return;
}
const auto current = controllablePhysicsComponent->GetSpeedMultiplier();
controllablePhysicsComponent->SetIgnoreMultipliers(false);
controllablePhysicsComponent->SetSpeedMultiplier(current - ((m_RunSpeed - 500.0f) / 500.0f));
controllablePhysicsComponent->RemoveSpeedboost(m_RunSpeed);
EntityManager::Instance()->SerializeEntity(target);
}
void SpeedBehavior::Timer(BehaviorContext* context, BehaviorBranchContext branch, LWOOBJID second) {
End(context, branch, second);
}
void SpeedBehavior::Load() {
m_RunSpeed = GetFloat("run_speed");
if (m_RunSpeed < 500.0f) {
m_RunSpeed = 500.0f;
}
m_AffectsCaster = GetBoolean("affects_caster");
}

View File

@@ -13,6 +13,8 @@ public:
void Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) override;
void Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) override;
void Timer(BehaviorContext* context, BehaviorBranchContext branch, LWOOBJID second) override;
void End(BehaviorContext* context, BehaviorBranchContext branch, LWOOBJID second) override;