mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-21 21:17:25 +00:00
rename and shorted BehaviorTemplate enum (#1512)
just a renaming of the enum and the value names and deletion of the empty cpp file. Code compiles still.
This commit is contained in:
parent
1e09ec92e3
commit
39b81b6263
@ -222,7 +222,7 @@ void BasicAttackBehavior::DoBehaviorCalculation(BehaviorContext* context, RakNet
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if (healthDamageDealt >= 1) {
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successState = eBasicAttackSuccessTypes::SUCCESS;
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} else if (armorDamageDealt >= 1) {
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successState = this->m_OnFailArmor->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY ? eBasicAttackSuccessTypes::FAILIMMUNE : eBasicAttackSuccessTypes::FAILARMOR;
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successState = this->m_OnFailArmor->m_templateId == BehaviorTemplate::EMPTY ? eBasicAttackSuccessTypes::FAILIMMUNE : eBasicAttackSuccessTypes::FAILARMOR;
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}
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bitStream.Write(armorDamageDealt);
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@ -5,7 +5,7 @@
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#include "CDActivitiesTable.h"
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#include "Game.h"
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#include "Logger.h"
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#include "BehaviorTemplates.h"
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#include "BehaviorTemplate.h"
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#include "BehaviorBranchContext.h"
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#include <unordered_map>
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@ -110,176 +110,176 @@ Behavior* Behavior::CreateBehavior(const uint32_t behaviorId) {
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Behavior* behavior = nullptr;
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switch (templateId) {
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case BehaviorTemplates::BEHAVIOR_EMPTY: break;
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case BehaviorTemplates::BEHAVIOR_BASIC_ATTACK:
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case BehaviorTemplate::EMPTY: break;
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case BehaviorTemplate::BASIC_ATTACK:
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behavior = new BasicAttackBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_TAC_ARC:
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case BehaviorTemplate::TAC_ARC:
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behavior = new TacArcBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_AND:
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case BehaviorTemplate::AND:
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behavior = new AndBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_PROJECTILE_ATTACK:
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case BehaviorTemplate::PROJECTILE_ATTACK:
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behavior = new ProjectileAttackBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_HEAL:
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case BehaviorTemplate::HEAL:
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behavior = new HealBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_MOVEMENT_SWITCH:
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case BehaviorTemplate::MOVEMENT_SWITCH:
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behavior = new MovementSwitchBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_AREA_OF_EFFECT:
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case BehaviorTemplate::AREA_OF_EFFECT:
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behavior = new AreaOfEffectBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_PLAY_EFFECT:
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case BehaviorTemplate::PLAY_EFFECT:
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behavior = new PlayEffectBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_IMMUNITY:
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case BehaviorTemplate::IMMUNITY:
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behavior = new ImmunityBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_DAMAGE_BUFF: break;
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case BehaviorTemplates::BEHAVIOR_DAMAGE_ABSORBTION:
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case BehaviorTemplate::DAMAGE_BUFF: break;
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case BehaviorTemplate::DAMAGE_ABSORBTION:
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behavior = new DamageAbsorptionBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_OVER_TIME:
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case BehaviorTemplate::OVER_TIME:
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behavior = new OverTimeBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_IMAGINATION:
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case BehaviorTemplate::IMAGINATION:
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behavior = new ImaginationBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_TARGET_CASTER:
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case BehaviorTemplate::TARGET_CASTER:
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behavior = new TargetCasterBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_STUN:
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case BehaviorTemplate::STUN:
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behavior = new StunBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_DURATION:
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case BehaviorTemplate::DURATION:
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behavior = new DurationBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_KNOCKBACK:
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case BehaviorTemplate::KNOCKBACK:
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behavior = new KnockbackBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_ATTACK_DELAY:
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case BehaviorTemplate::ATTACK_DELAY:
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behavior = new AttackDelayBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_CAR_BOOST:
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case BehaviorTemplate::CAR_BOOST:
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behavior = new CarBoostBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_FALL_SPEED:
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case BehaviorTemplate::FALL_SPEED:
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behavior = new FallSpeedBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_SHIELD: break;
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case BehaviorTemplates::BEHAVIOR_REPAIR_ARMOR:
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case BehaviorTemplate::SHIELD: break;
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case BehaviorTemplate::REPAIR_ARMOR:
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behavior = new RepairBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_SPEED:
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case BehaviorTemplate::SPEED:
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behavior = new SpeedBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_DARK_INSPIRATION:
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case BehaviorTemplate::DARK_INSPIRATION:
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behavior = new DarkInspirationBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_LOOT_BUFF:
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case BehaviorTemplate::LOOT_BUFF:
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behavior = new LootBuffBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_VENTURE_VISION:
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case BehaviorTemplate::VENTURE_VISION:
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behavior = new VentureVisionBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_SPAWN_OBJECT:
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case BehaviorTemplate::SPAWN_OBJECT:
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behavior = new SpawnBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_LAY_BRICK: break;
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case BehaviorTemplates::BEHAVIOR_SWITCH:
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case BehaviorTemplate::LAY_BRICK: break;
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case BehaviorTemplate::SWITCH:
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behavior = new SwitchBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_BUFF:
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case BehaviorTemplate::BUFF:
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behavior = new BuffBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_JETPACK:
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case BehaviorTemplate::JETPACK:
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behavior = new JetPackBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_SKILL_EVENT:
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case BehaviorTemplate::SKILL_EVENT:
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behavior = new SkillEventBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_CONSUME_ITEM:
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case BehaviorTemplate::CONSUME_ITEM:
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behavior = new ConsumeItemBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_SKILL_CAST_FAILED:
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case BehaviorTemplate::SKILL_CAST_FAILED:
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behavior = new SkillCastFailedBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_IMITATION_SKUNK_STINK: break;
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case BehaviorTemplates::BEHAVIOR_CHANGE_IDLE_FLAGS:
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case BehaviorTemplate::IMITATION_SKUNK_STINK: break;
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case BehaviorTemplate::CHANGE_IDLE_FLAGS:
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behavior = new ChangeIdleFlagsBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_APPLY_BUFF:
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case BehaviorTemplate::APPLY_BUFF:
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behavior = new ApplyBuffBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_CHAIN:
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case BehaviorTemplate::CHAIN:
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behavior = new ChainBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_CHANGE_ORIENTATION:
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case BehaviorTemplate::CHANGE_ORIENTATION:
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behavior = new ChangeOrientationBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_FORCE_MOVEMENT:
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case BehaviorTemplate::FORCE_MOVEMENT:
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behavior = new ForceMovementBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_INTERRUPT:
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case BehaviorTemplate::INTERRUPT:
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behavior = new InterruptBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_ALTER_COOLDOWN: break;
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case BehaviorTemplates::BEHAVIOR_CHARGE_UP:
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case BehaviorTemplate::ALTER_COOLDOWN: break;
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case BehaviorTemplate::CHARGE_UP:
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behavior = new ChargeUpBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_SWITCH_MULTIPLE:
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case BehaviorTemplate::SWITCH_MULTIPLE:
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behavior = new SwitchMultipleBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_START:
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case BehaviorTemplate::START:
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behavior = new StartBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_END:
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case BehaviorTemplate::END:
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behavior = new EndBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_ALTER_CHAIN_DELAY: break;
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case BehaviorTemplates::BEHAVIOR_CAMERA: break;
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case BehaviorTemplates::BEHAVIOR_REMOVE_BUFF:
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case BehaviorTemplate::ALTER_CHAIN_DELAY: break;
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case BehaviorTemplate::CAMERA: break;
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case BehaviorTemplate::REMOVE_BUFF:
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behavior = new RemoveBuffBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_GRAB: break;
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case BehaviorTemplates::BEHAVIOR_MODULAR_BUILD: break;
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case BehaviorTemplates::BEHAVIOR_NPC_COMBAT_SKILL:
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case BehaviorTemplate::GRAB: break;
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case BehaviorTemplate::MODULAR_BUILD: break;
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case BehaviorTemplate::NPC_COMBAT_SKILL:
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behavior = new NpcCombatSkillBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_BLOCK:
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case BehaviorTemplate::BLOCK:
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behavior = new BlockBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_VERIFY:
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case BehaviorTemplate::VERIFY:
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behavior = new VerifyBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_TAUNT:
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case BehaviorTemplate::TAUNT:
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behavior = new TauntBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_AIR_MOVEMENT:
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case BehaviorTemplate::AIR_MOVEMENT:
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behavior = new AirMovementBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_SPAWN_QUICKBUILD:
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case BehaviorTemplate::SPAWN_QUICKBUILD:
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behavior = new SpawnBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_PULL_TO_POINT:
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case BehaviorTemplate::PULL_TO_POINT:
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behavior = new PullToPointBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_PROPERTY_ROTATE: break;
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case BehaviorTemplates::BEHAVIOR_DAMAGE_REDUCTION:
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case BehaviorTemplate::PROPERTY_ROTATE: break;
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case BehaviorTemplate::DAMAGE_REDUCTION:
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behavior = new DamageReductionBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_PROPERTY_TELEPORT:
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case BehaviorTemplate::PROPERTY_TELEPORT:
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behavior = new PropertyTeleportBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_PROPERTY_CLEAR_TARGET:
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case BehaviorTemplate::PROPERTY_CLEAR_TARGET:
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behavior = new ClearTargetBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_TAKE_PICTURE: break;
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case BehaviorTemplates::BEHAVIOR_MOUNT: break;
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case BehaviorTemplates::BEHAVIOR_SKILL_SET: break;
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case BehaviorTemplate::TAKE_PICTURE: break;
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case BehaviorTemplate::MOUNT: break;
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case BehaviorTemplate::SKILL_SET: break;
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default:
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//LOG("Failed to load behavior with invalid template id (%i)!", templateId);
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break;
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@ -296,19 +296,19 @@ Behavior* Behavior::CreateBehavior(const uint32_t behaviorId) {
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return behavior;
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}
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BehaviorTemplates Behavior::GetBehaviorTemplate(const uint32_t behaviorId) {
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BehaviorTemplate Behavior::GetBehaviorTemplate(const uint32_t behaviorId) {
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auto behaviorTemplateTable = CDClientManager::GetTable<CDBehaviorTemplateTable>();
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BehaviorTemplates templateID = BehaviorTemplates::BEHAVIOR_EMPTY;
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BehaviorTemplate templateID = BehaviorTemplate::EMPTY;
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// Find behavior template by its behavior id. Default to 0.
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if (behaviorTemplateTable) {
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auto templateEntry = behaviorTemplateTable->GetByBehaviorID(behaviorId);
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if (templateEntry.behaviorID == behaviorId) {
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templateID = static_cast<BehaviorTemplates>(templateEntry.templateID);
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templateID = static_cast<BehaviorTemplate>(templateEntry.templateID);
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}
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}
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if (templateID == BehaviorTemplates::BEHAVIOR_EMPTY && behaviorId != 0) {
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if (templateID == BehaviorTemplate::EMPTY && behaviorId != 0) {
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LOG("Failed to load behavior template with id (%i)!", behaviorId);
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}
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@ -419,7 +419,7 @@ Behavior::Behavior(const uint32_t behaviorId) {
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if (behaviorId == 0) {
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this->m_effectId = 0;
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this->m_templateId = BehaviorTemplates::BEHAVIOR_EMPTY;
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this->m_templateId = BehaviorTemplate::EMPTY;
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}
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// Make sure we do not proceed if we are trying to load an invalid behavior
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@ -427,12 +427,12 @@ Behavior::Behavior(const uint32_t behaviorId) {
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LOG("Failed to load behavior with id (%i)!", behaviorId);
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this->m_effectId = 0;
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this->m_templateId = BehaviorTemplates::BEHAVIOR_EMPTY;
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this->m_templateId = BehaviorTemplate::EMPTY;
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return;
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}
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this->m_templateId = static_cast<BehaviorTemplates>(templateInDatabase.templateID);
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this->m_templateId = static_cast<BehaviorTemplate>(templateInDatabase.templateID);
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this->m_effectId = templateInDatabase.effectID;
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@ -6,7 +6,7 @@
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#include <unordered_map>
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#include "BitStream.h"
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#include "BehaviorTemplates.h"
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#include "BehaviorTemplate.h"
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#include "dCommonVars.h"
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struct BehaviorContext;
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@ -26,7 +26,7 @@ public:
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static Behavior* CreateBehavior(uint32_t behaviorId);
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static BehaviorTemplates GetBehaviorTemplate(uint32_t behaviorId);
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static BehaviorTemplate GetBehaviorTemplate(uint32_t behaviorId);
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/*
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* Utilities
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@ -39,7 +39,7 @@ public:
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*/
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uint32_t m_behaviorId;
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BehaviorTemplates m_templateId;
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BehaviorTemplate m_templateId;
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uint32_t m_effectId;
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std::string m_effectHandle;
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std::unordered_map<std::string, std::string> m_effectNames;
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70
dGame/dBehaviors/BehaviorTemplate.h
Normal file
70
dGame/dBehaviors/BehaviorTemplate.h
Normal file
@ -0,0 +1,70 @@
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#pragma once
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enum class BehaviorTemplate : unsigned int {
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EMPTY, // Not a real behavior, indicates invalid behaviors
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BASIC_ATTACK,
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TAC_ARC,
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AND,
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PROJECTILE_ATTACK,
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HEAL,
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MOVEMENT_SWITCH,
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AREA_OF_EFFECT,
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PLAY_EFFECT,
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IMMUNITY,
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DAMAGE_BUFF,
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DAMAGE_ABSORBTION,
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OVER_TIME,
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IMAGINATION,
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TARGET_CASTER,
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STUN,
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DURATION,
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KNOCKBACK,
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ATTACK_DELAY,
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CAR_BOOST,
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FALL_SPEED,
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SHIELD,
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REPAIR_ARMOR,
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SPEED,
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DARK_INSPIRATION,
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LOOT_BUFF,
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VENTURE_VISION,
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SPAWN_OBJECT,
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LAY_BRICK,
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SWITCH,
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BUFF,
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JETPACK,
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SKILL_EVENT,
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CONSUME_ITEM,
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SKILL_CAST_FAILED,
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IMITATION_SKUNK_STINK,
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CHANGE_IDLE_FLAGS,
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APPLY_BUFF,
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CHAIN,
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CHANGE_ORIENTATION,
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FORCE_MOVEMENT,
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INTERRUPT,
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ALTER_COOLDOWN,
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CHARGE_UP,
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SWITCH_MULTIPLE,
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START,
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END,
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ALTER_CHAIN_DELAY,
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CAMERA,
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REMOVE_BUFF,
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GRAB,
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MODULAR_BUILD,
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NPC_COMBAT_SKILL,
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BLOCK,
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VERIFY,
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TAUNT,
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AIR_MOVEMENT,
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SPAWN_QUICKBUILD,
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PULL_TO_POINT,
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PROPERTY_ROTATE,
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DAMAGE_REDUCTION,
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PROPERTY_TELEPORT,
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PROPERTY_CLEAR_TARGET,
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TAKE_PICTURE,
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MOUNT,
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SKILL_SET
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};
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@ -1 +0,0 @@
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#include "BehaviorTemplates.h"
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@ -1,70 +0,0 @@
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#pragma once
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enum class BehaviorTemplates : unsigned int {
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BEHAVIOR_EMPTY, // Not a real behavior, indicates invalid behaviors
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BEHAVIOR_BASIC_ATTACK,
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BEHAVIOR_TAC_ARC,
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BEHAVIOR_AND,
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BEHAVIOR_PROJECTILE_ATTACK,
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BEHAVIOR_HEAL,
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BEHAVIOR_MOVEMENT_SWITCH,
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BEHAVIOR_AREA_OF_EFFECT,
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BEHAVIOR_PLAY_EFFECT,
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BEHAVIOR_IMMUNITY,
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BEHAVIOR_DAMAGE_BUFF,
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BEHAVIOR_DAMAGE_ABSORBTION,
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BEHAVIOR_OVER_TIME,
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BEHAVIOR_IMAGINATION,
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BEHAVIOR_TARGET_CASTER,
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BEHAVIOR_STUN,
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BEHAVIOR_DURATION,
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BEHAVIOR_KNOCKBACK,
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BEHAVIOR_ATTACK_DELAY,
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BEHAVIOR_CAR_BOOST,
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BEHAVIOR_FALL_SPEED,
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BEHAVIOR_SHIELD,
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BEHAVIOR_REPAIR_ARMOR,
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BEHAVIOR_SPEED,
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BEHAVIOR_DARK_INSPIRATION,
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BEHAVIOR_LOOT_BUFF,
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BEHAVIOR_VENTURE_VISION,
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BEHAVIOR_SPAWN_OBJECT,
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BEHAVIOR_LAY_BRICK,
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BEHAVIOR_SWITCH,
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BEHAVIOR_BUFF,
|
||||
BEHAVIOR_JETPACK,
|
||||
BEHAVIOR_SKILL_EVENT,
|
||||
BEHAVIOR_CONSUME_ITEM,
|
||||
BEHAVIOR_SKILL_CAST_FAILED,
|
||||
BEHAVIOR_IMITATION_SKUNK_STINK,
|
||||
BEHAVIOR_CHANGE_IDLE_FLAGS,
|
||||
BEHAVIOR_APPLY_BUFF,
|
||||
BEHAVIOR_CHAIN,
|
||||
BEHAVIOR_CHANGE_ORIENTATION,
|
||||
BEHAVIOR_FORCE_MOVEMENT,
|
||||
BEHAVIOR_INTERRUPT,
|
||||
BEHAVIOR_ALTER_COOLDOWN,
|
||||
BEHAVIOR_CHARGE_UP,
|
||||
BEHAVIOR_SWITCH_MULTIPLE,
|
||||
BEHAVIOR_START,
|
||||
BEHAVIOR_END,
|
||||
BEHAVIOR_ALTER_CHAIN_DELAY,
|
||||
BEHAVIOR_CAMERA,
|
||||
BEHAVIOR_REMOVE_BUFF,
|
||||
BEHAVIOR_GRAB,
|
||||
BEHAVIOR_MODULAR_BUILD,
|
||||
BEHAVIOR_NPC_COMBAT_SKILL,
|
||||
BEHAVIOR_BLOCK,
|
||||
BEHAVIOR_VERIFY,
|
||||
BEHAVIOR_TAUNT,
|
||||
BEHAVIOR_AIR_MOVEMENT,
|
||||
BEHAVIOR_SPAWN_QUICKBUILD,
|
||||
BEHAVIOR_PULL_TO_POINT,
|
||||
BEHAVIOR_PROPERTY_ROTATE,
|
||||
BEHAVIOR_DAMAGE_REDUCTION,
|
||||
BEHAVIOR_PROPERTY_TELEPORT,
|
||||
BEHAVIOR_PROPERTY_CLEAR_TARGET,
|
||||
BEHAVIOR_TAKE_PICTURE,
|
||||
BEHAVIOR_MOUNT,
|
||||
BEHAVIOR_SKILL_SET
|
||||
};
|
@ -7,7 +7,6 @@ set(DGAME_DBEHAVIORS_SOURCES "AirMovementBehavior.cpp"
|
||||
"Behavior.cpp"
|
||||
"BehaviorBranchContext.cpp"
|
||||
"BehaviorContext.cpp"
|
||||
"BehaviorTemplates.cpp"
|
||||
"BlockBehavior.cpp"
|
||||
"BuffBehavior.cpp"
|
||||
"CarBoostBehavior.cpp"
|
||||
|
@ -7,7 +7,7 @@
|
||||
#include "Logger.h"
|
||||
|
||||
void ForceMovementBehavior::Handle(BehaviorContext* context, RakNet::BitStream& bitStream, const BehaviorBranchContext branch) {
|
||||
if (this->m_hitAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY && this->m_hitEnemyAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY && this->m_hitFactionAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY) {
|
||||
if (this->m_hitAction->m_templateId == BehaviorTemplate::EMPTY && this->m_hitEnemyAction->m_templateId == BehaviorTemplate::EMPTY && this->m_hitFactionAction->m_templateId == BehaviorTemplate::EMPTY) {
|
||||
return;
|
||||
}
|
||||
|
||||
@ -38,7 +38,7 @@ void ForceMovementBehavior::Sync(BehaviorContext* context, RakNet::BitStream& bi
|
||||
}
|
||||
|
||||
void ForceMovementBehavior::Calculate(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) {
|
||||
if (this->m_hitAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY && this->m_hitEnemyAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY && this->m_hitFactionAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY) {
|
||||
if (this->m_hitAction->m_templateId == BehaviorTemplate::EMPTY && this->m_hitEnemyAction->m_templateId == BehaviorTemplate::EMPTY && this->m_hitFactionAction->m_templateId == BehaviorTemplate::EMPTY) {
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -6,13 +6,13 @@
|
||||
void MovementSwitchBehavior::Handle(BehaviorContext* context, RakNet::BitStream& bitStream, const BehaviorBranchContext branch) {
|
||||
uint32_t movementType{};
|
||||
if (!bitStream.Read(movementType)) {
|
||||
if (this->m_groundAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY &&
|
||||
this->m_jumpAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY &&
|
||||
this->m_fallingAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY &&
|
||||
this->m_doubleJumpAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY &&
|
||||
this->m_airAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY &&
|
||||
this->m_jetpackAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY &&
|
||||
this->m_movingAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY) {
|
||||
if (this->m_groundAction->m_templateId == BehaviorTemplate::EMPTY &&
|
||||
this->m_jumpAction->m_templateId == BehaviorTemplate::EMPTY &&
|
||||
this->m_fallingAction->m_templateId == BehaviorTemplate::EMPTY &&
|
||||
this->m_doubleJumpAction->m_templateId == BehaviorTemplate::EMPTY &&
|
||||
this->m_airAction->m_templateId == BehaviorTemplate::EMPTY &&
|
||||
this->m_jetpackAction->m_templateId == BehaviorTemplate::EMPTY &&
|
||||
this->m_movingAction->m_templateId == BehaviorTemplate::EMPTY) {
|
||||
return;
|
||||
}
|
||||
LOG("Unable to read movementType from bitStream, aborting Handle! %i", bitStream.GetNumberOfUnreadBits());
|
||||
@ -47,7 +47,7 @@ void MovementSwitchBehavior::Handle(BehaviorContext* context, RakNet::BitStream&
|
||||
Behavior* MovementSwitchBehavior::LoadMovementType(std::string movementType) {
|
||||
float actionValue = GetFloat(movementType, -1.0f);
|
||||
auto loadedBehavior = GetAction(actionValue != -1.0f ? actionValue : 0.0f);
|
||||
if (actionValue == -1.0f && loadedBehavior->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY) {
|
||||
if (actionValue == -1.0f && loadedBehavior->m_templateId == BehaviorTemplate::EMPTY) {
|
||||
loadedBehavior = this->m_groundAction;
|
||||
}
|
||||
return loadedBehavior;
|
||||
|
Loading…
Reference in New Issue
Block a user