mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-09 01:38:20 +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
|
||||
if (healthDamageDealt >= 1) {
|
||||
successState = eBasicAttackSuccessTypes::SUCCESS;
|
||||
} else if (armorDamageDealt >= 1) {
|
||||
successState = this->m_OnFailArmor->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY ? eBasicAttackSuccessTypes::FAILIMMUNE : eBasicAttackSuccessTypes::FAILARMOR;
|
||||
successState = this->m_OnFailArmor->m_templateId == BehaviorTemplate::EMPTY ? eBasicAttackSuccessTypes::FAILIMMUNE : eBasicAttackSuccessTypes::FAILARMOR;
|
||||
}
|
||||
|
||||
bitStream.Write(armorDamageDealt);
|
||||
|
@ -5,7 +5,7 @@
|
||||
#include "CDActivitiesTable.h"
|
||||
#include "Game.h"
|
||||
#include "Logger.h"
|
||||
#include "BehaviorTemplates.h"
|
||||
#include "BehaviorTemplate.h"
|
||||
#include "BehaviorBranchContext.h"
|
||||
#include <unordered_map>
|
||||
|
||||
@ -110,176 +110,176 @@ Behavior* Behavior::CreateBehavior(const uint32_t behaviorId) {
|
||||
Behavior* behavior = nullptr;
|
||||
|
||||
switch (templateId) {
|
||||
case BehaviorTemplates::BEHAVIOR_EMPTY: break;
|
||||
case BehaviorTemplates::BEHAVIOR_BASIC_ATTACK:
|
||||
case BehaviorTemplate::EMPTY: break;
|
||||
case BehaviorTemplate::BASIC_ATTACK:
|
||||
behavior = new BasicAttackBehavior(behaviorId);
|
||||
break;
|
||||
case BehaviorTemplates::BEHAVIOR_TAC_ARC:
|
||||
case BehaviorTemplate::TAC_ARC:
|
||||
behavior = new TacArcBehavior(behaviorId);
|
||||
break;
|
||||
case BehaviorTemplates::BEHAVIOR_AND:
|
||||
case BehaviorTemplate::AND:
|
||||
behavior = new AndBehavior(behaviorId);
|
||||
break;
|
||||
case BehaviorTemplates::BEHAVIOR_PROJECTILE_ATTACK:
|
||||
case BehaviorTemplate::PROJECTILE_ATTACK:
|
||||
behavior = new ProjectileAttackBehavior(behaviorId);
|
||||
break;
|
||||
case BehaviorTemplates::BEHAVIOR_HEAL:
|
||||
case BehaviorTemplate::HEAL:
|
||||
behavior = new HealBehavior(behaviorId);
|
||||
break;
|
||||
case BehaviorTemplates::BEHAVIOR_MOVEMENT_SWITCH:
|
||||
case BehaviorTemplate::MOVEMENT_SWITCH:
|
||||
behavior = new MovementSwitchBehavior(behaviorId);
|
||||
break;
|
||||
case BehaviorTemplates::BEHAVIOR_AREA_OF_EFFECT:
|
||||
case BehaviorTemplate::AREA_OF_EFFECT:
|
||||
behavior = new AreaOfEffectBehavior(behaviorId);
|
||||
break;
|
||||
case BehaviorTemplates::BEHAVIOR_PLAY_EFFECT:
|
||||
case BehaviorTemplate::PLAY_EFFECT:
|
||||
behavior = new PlayEffectBehavior(behaviorId);
|
||||
break;
|
||||
case BehaviorTemplates::BEHAVIOR_IMMUNITY:
|
||||
case BehaviorTemplate::IMMUNITY:
|
||||
behavior = new ImmunityBehavior(behaviorId);
|
||||
break;
|
||||
case BehaviorTemplates::BEHAVIOR_DAMAGE_BUFF: break;
|
||||
case BehaviorTemplates::BEHAVIOR_DAMAGE_ABSORBTION:
|
||||
case BehaviorTemplate::DAMAGE_BUFF: break;
|
||||
case BehaviorTemplate::DAMAGE_ABSORBTION:
|
||||
behavior = new DamageAbsorptionBehavior(behaviorId);
|
||||
break;
|
||||
case BehaviorTemplates::BEHAVIOR_OVER_TIME:
|
||||
case BehaviorTemplate::OVER_TIME:
|
||||
behavior = new OverTimeBehavior(behaviorId);
|
||||
break;
|
||||
case BehaviorTemplates::BEHAVIOR_IMAGINATION:
|
||||
case BehaviorTemplate::IMAGINATION:
|
||||
behavior = new ImaginationBehavior(behaviorId);
|
||||
break;
|
||||
case BehaviorTemplates::BEHAVIOR_TARGET_CASTER:
|
||||
case BehaviorTemplate::TARGET_CASTER:
|
||||
behavior = new TargetCasterBehavior(behaviorId);
|
||||
break;
|
||||
case BehaviorTemplates::BEHAVIOR_STUN:
|
||||
case BehaviorTemplate::STUN:
|
||||
behavior = new StunBehavior(behaviorId);
|
||||
break;
|
||||
case BehaviorTemplates::BEHAVIOR_DURATION:
|
||||
case BehaviorTemplate::DURATION:
|
||||
behavior = new DurationBehavior(behaviorId);
|
||||
break;
|
||||
case BehaviorTemplates::BEHAVIOR_KNOCKBACK:
|
||||
case BehaviorTemplate::KNOCKBACK:
|
||||
behavior = new KnockbackBehavior(behaviorId);
|
||||
break;
|
||||
case BehaviorTemplates::BEHAVIOR_ATTACK_DELAY:
|
||||
case BehaviorTemplate::ATTACK_DELAY:
|
||||
behavior = new AttackDelayBehavior(behaviorId);
|
||||
break;
|
||||
case BehaviorTemplates::BEHAVIOR_CAR_BOOST:
|
||||
case BehaviorTemplate::CAR_BOOST:
|
||||
behavior = new CarBoostBehavior(behaviorId);
|
||||
break;
|
||||
case BehaviorTemplates::BEHAVIOR_FALL_SPEED:
|
||||
case BehaviorTemplate::FALL_SPEED:
|
||||
behavior = new FallSpeedBehavior(behaviorId);
|
||||
break;
|
||||
case BehaviorTemplates::BEHAVIOR_SHIELD: break;
|
||||
case BehaviorTemplates::BEHAVIOR_REPAIR_ARMOR:
|
||||
case BehaviorTemplate::SHIELD: break;
|
||||
case BehaviorTemplate::REPAIR_ARMOR:
|
||||
behavior = new RepairBehavior(behaviorId);
|
||||
break;
|
||||
case BehaviorTemplates::BEHAVIOR_SPEED:
|
||||
case BehaviorTemplate::SPEED:
|
||||
behavior = new SpeedBehavior(behaviorId);
|
||||
break;
|
||||
case BehaviorTemplates::BEHAVIOR_DARK_INSPIRATION:
|
||||
case BehaviorTemplate::DARK_INSPIRATION:
|
||||
behavior = new DarkInspirationBehavior(behaviorId);
|
||||
break;
|
||||
case BehaviorTemplates::BEHAVIOR_LOOT_BUFF:
|
||||
case BehaviorTemplate::LOOT_BUFF:
|
||||
behavior = new LootBuffBehavior(behaviorId);
|
||||
break;
|
||||
case BehaviorTemplates::BEHAVIOR_VENTURE_VISION:
|
||||
case BehaviorTemplate::VENTURE_VISION:
|
||||
behavior = new VentureVisionBehavior(behaviorId);
|
||||
break;
|
||||
case BehaviorTemplates::BEHAVIOR_SPAWN_OBJECT:
|
||||
case BehaviorTemplate::SPAWN_OBJECT:
|
||||
behavior = new SpawnBehavior(behaviorId);
|
||||
break;
|
||||
case BehaviorTemplates::BEHAVIOR_LAY_BRICK: break;
|
||||
case BehaviorTemplates::BEHAVIOR_SWITCH:
|
||||
case BehaviorTemplate::LAY_BRICK: break;
|
||||
case BehaviorTemplate::SWITCH:
|
||||
behavior = new SwitchBehavior(behaviorId);
|
||||
break;
|
||||
case BehaviorTemplates::BEHAVIOR_BUFF:
|
||||
case BehaviorTemplate::BUFF:
|
||||
behavior = new BuffBehavior(behaviorId);
|
||||
break;
|
||||
case BehaviorTemplates::BEHAVIOR_JETPACK:
|
||||
case BehaviorTemplate::JETPACK:
|
||||
behavior = new JetPackBehavior(behaviorId);
|
||||
break;
|
||||
case BehaviorTemplates::BEHAVIOR_SKILL_EVENT:
|
||||
case BehaviorTemplate::SKILL_EVENT:
|
||||
behavior = new SkillEventBehavior(behaviorId);
|
||||
break;
|
||||
case BehaviorTemplates::BEHAVIOR_CONSUME_ITEM:
|
||||
case BehaviorTemplate::CONSUME_ITEM:
|
||||
behavior = new ConsumeItemBehavior(behaviorId);
|
||||
break;
|
||||
case BehaviorTemplates::BEHAVIOR_SKILL_CAST_FAILED:
|
||||
case BehaviorTemplate::SKILL_CAST_FAILED:
|
||||
behavior = new SkillCastFailedBehavior(behaviorId);
|
||||
break;
|
||||
case BehaviorTemplates::BEHAVIOR_IMITATION_SKUNK_STINK: break;
|
||||
case BehaviorTemplates::BEHAVIOR_CHANGE_IDLE_FLAGS:
|
||||
case BehaviorTemplate::IMITATION_SKUNK_STINK: break;
|
||||
case BehaviorTemplate::CHANGE_IDLE_FLAGS:
|
||||
behavior = new ChangeIdleFlagsBehavior(behaviorId);
|
||||
break;
|
||||
case BehaviorTemplates::BEHAVIOR_APPLY_BUFF:
|
||||
case BehaviorTemplate::APPLY_BUFF:
|
||||
behavior = new ApplyBuffBehavior(behaviorId);
|
||||
break;
|
||||
case BehaviorTemplates::BEHAVIOR_CHAIN:
|
||||
case BehaviorTemplate::CHAIN:
|
||||
behavior = new ChainBehavior(behaviorId);
|
||||
break;
|
||||
case BehaviorTemplates::BEHAVIOR_CHANGE_ORIENTATION:
|
||||
case BehaviorTemplate::CHANGE_ORIENTATION:
|
||||
behavior = new ChangeOrientationBehavior(behaviorId);
|
||||
break;
|
||||
case BehaviorTemplates::BEHAVIOR_FORCE_MOVEMENT:
|
||||
case BehaviorTemplate::FORCE_MOVEMENT:
|
||||
behavior = new ForceMovementBehavior(behaviorId);
|
||||
break;
|
||||
case BehaviorTemplates::BEHAVIOR_INTERRUPT:
|
||||
case BehaviorTemplate::INTERRUPT:
|
||||
behavior = new InterruptBehavior(behaviorId);
|
||||
break;
|
||||
case BehaviorTemplates::BEHAVIOR_ALTER_COOLDOWN: break;
|
||||
case BehaviorTemplates::BEHAVIOR_CHARGE_UP:
|
||||
case BehaviorTemplate::ALTER_COOLDOWN: break;
|
||||
case BehaviorTemplate::CHARGE_UP:
|
||||
behavior = new ChargeUpBehavior(behaviorId);
|
||||
break;
|
||||
case BehaviorTemplates::BEHAVIOR_SWITCH_MULTIPLE:
|
||||
case BehaviorTemplate::SWITCH_MULTIPLE:
|
||||
behavior = new SwitchMultipleBehavior(behaviorId);
|
||||
break;
|
||||
case BehaviorTemplates::BEHAVIOR_START:
|
||||
case BehaviorTemplate::START:
|
||||
behavior = new StartBehavior(behaviorId);
|
||||
break;
|
||||
case BehaviorTemplates::BEHAVIOR_END:
|
||||
case BehaviorTemplate::END:
|
||||
behavior = new EndBehavior(behaviorId);
|
||||
break;
|
||||
case BehaviorTemplates::BEHAVIOR_ALTER_CHAIN_DELAY: break;
|
||||
case BehaviorTemplates::BEHAVIOR_CAMERA: break;
|
||||
case BehaviorTemplates::BEHAVIOR_REMOVE_BUFF:
|
||||
case BehaviorTemplate::ALTER_CHAIN_DELAY: break;
|
||||
case BehaviorTemplate::CAMERA: break;
|
||||
case BehaviorTemplate::REMOVE_BUFF:
|
||||
behavior = new RemoveBuffBehavior(behaviorId);
|
||||
break;
|
||||
case BehaviorTemplates::BEHAVIOR_GRAB: break;
|
||||
case BehaviorTemplates::BEHAVIOR_MODULAR_BUILD: break;
|
||||
case BehaviorTemplates::BEHAVIOR_NPC_COMBAT_SKILL:
|
||||
case BehaviorTemplate::GRAB: break;
|
||||
case BehaviorTemplate::MODULAR_BUILD: break;
|
||||
case BehaviorTemplate::NPC_COMBAT_SKILL:
|
||||
behavior = new NpcCombatSkillBehavior(behaviorId);
|
||||
break;
|
||||
case BehaviorTemplates::BEHAVIOR_BLOCK:
|
||||
case BehaviorTemplate::BLOCK:
|
||||
behavior = new BlockBehavior(behaviorId);
|
||||
break;
|
||||
case BehaviorTemplates::BEHAVIOR_VERIFY:
|
||||
case BehaviorTemplate::VERIFY:
|
||||
behavior = new VerifyBehavior(behaviorId);
|
||||
break;
|
||||
case BehaviorTemplates::BEHAVIOR_TAUNT:
|
||||
case BehaviorTemplate::TAUNT:
|
||||
behavior = new TauntBehavior(behaviorId);
|
||||
break;
|
||||
case BehaviorTemplates::BEHAVIOR_AIR_MOVEMENT:
|
||||
case BehaviorTemplate::AIR_MOVEMENT:
|
||||
behavior = new AirMovementBehavior(behaviorId);
|
||||
break;
|
||||
case BehaviorTemplates::BEHAVIOR_SPAWN_QUICKBUILD:
|
||||
case BehaviorTemplate::SPAWN_QUICKBUILD:
|
||||
behavior = new SpawnBehavior(behaviorId);
|
||||
break;
|
||||
case BehaviorTemplates::BEHAVIOR_PULL_TO_POINT:
|
||||
case BehaviorTemplate::PULL_TO_POINT:
|
||||
behavior = new PullToPointBehavior(behaviorId);
|
||||
break;
|
||||
case BehaviorTemplates::BEHAVIOR_PROPERTY_ROTATE: break;
|
||||
case BehaviorTemplates::BEHAVIOR_DAMAGE_REDUCTION:
|
||||
case BehaviorTemplate::PROPERTY_ROTATE: break;
|
||||
case BehaviorTemplate::DAMAGE_REDUCTION:
|
||||
behavior = new DamageReductionBehavior(behaviorId);
|
||||
break;
|
||||
case BehaviorTemplates::BEHAVIOR_PROPERTY_TELEPORT:
|
||||
case BehaviorTemplate::PROPERTY_TELEPORT:
|
||||
behavior = new PropertyTeleportBehavior(behaviorId);
|
||||
break;
|
||||
case BehaviorTemplates::BEHAVIOR_PROPERTY_CLEAR_TARGET:
|
||||
case BehaviorTemplate::PROPERTY_CLEAR_TARGET:
|
||||
behavior = new ClearTargetBehavior(behaviorId);
|
||||
break;
|
||||
case BehaviorTemplates::BEHAVIOR_TAKE_PICTURE: break;
|
||||
case BehaviorTemplates::BEHAVIOR_MOUNT: break;
|
||||
case BehaviorTemplates::BEHAVIOR_SKILL_SET: break;
|
||||
case BehaviorTemplate::TAKE_PICTURE: break;
|
||||
case BehaviorTemplate::MOUNT: break;
|
||||
case BehaviorTemplate::SKILL_SET: break;
|
||||
default:
|
||||
//LOG("Failed to load behavior with invalid template id (%i)!", templateId);
|
||||
break;
|
||||
@ -296,19 +296,19 @@ Behavior* Behavior::CreateBehavior(const uint32_t behaviorId) {
|
||||
return behavior;
|
||||
}
|
||||
|
||||
BehaviorTemplates Behavior::GetBehaviorTemplate(const uint32_t behaviorId) {
|
||||
BehaviorTemplate Behavior::GetBehaviorTemplate(const uint32_t behaviorId) {
|
||||
auto behaviorTemplateTable = CDClientManager::GetTable<CDBehaviorTemplateTable>();
|
||||
|
||||
BehaviorTemplates templateID = BehaviorTemplates::BEHAVIOR_EMPTY;
|
||||
BehaviorTemplate templateID = BehaviorTemplate::EMPTY;
|
||||
// Find behavior template by its behavior id. Default to 0.
|
||||
if (behaviorTemplateTable) {
|
||||
auto templateEntry = behaviorTemplateTable->GetByBehaviorID(behaviorId);
|
||||
if (templateEntry.behaviorID == behaviorId) {
|
||||
templateID = static_cast<BehaviorTemplates>(templateEntry.templateID);
|
||||
templateID = static_cast<BehaviorTemplate>(templateEntry.templateID);
|
||||
}
|
||||
}
|
||||
|
||||
if (templateID == BehaviorTemplates::BEHAVIOR_EMPTY && behaviorId != 0) {
|
||||
if (templateID == BehaviorTemplate::EMPTY && behaviorId != 0) {
|
||||
LOG("Failed to load behavior template with id (%i)!", behaviorId);
|
||||
}
|
||||
|
||||
@ -419,7 +419,7 @@ Behavior::Behavior(const uint32_t behaviorId) {
|
||||
|
||||
if (behaviorId == 0) {
|
||||
this->m_effectId = 0;
|
||||
this->m_templateId = BehaviorTemplates::BEHAVIOR_EMPTY;
|
||||
this->m_templateId = BehaviorTemplate::EMPTY;
|
||||
}
|
||||
|
||||
// Make sure we do not proceed if we are trying to load an invalid behavior
|
||||
@ -427,12 +427,12 @@ Behavior::Behavior(const uint32_t behaviorId) {
|
||||
LOG("Failed to load behavior with id (%i)!", behaviorId);
|
||||
|
||||
this->m_effectId = 0;
|
||||
this->m_templateId = BehaviorTemplates::BEHAVIOR_EMPTY;
|
||||
this->m_templateId = BehaviorTemplate::EMPTY;
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
this->m_templateId = static_cast<BehaviorTemplates>(templateInDatabase.templateID);
|
||||
this->m_templateId = static_cast<BehaviorTemplate>(templateInDatabase.templateID);
|
||||
|
||||
this->m_effectId = templateInDatabase.effectID;
|
||||
|
||||
|
@ -6,7 +6,7 @@
|
||||
#include <unordered_map>
|
||||
|
||||
#include "BitStream.h"
|
||||
#include "BehaviorTemplates.h"
|
||||
#include "BehaviorTemplate.h"
|
||||
#include "dCommonVars.h"
|
||||
|
||||
struct BehaviorContext;
|
||||
@ -26,7 +26,7 @@ public:
|
||||
|
||||
static Behavior* CreateBehavior(uint32_t behaviorId);
|
||||
|
||||
static BehaviorTemplates GetBehaviorTemplate(uint32_t behaviorId);
|
||||
static BehaviorTemplate GetBehaviorTemplate(uint32_t behaviorId);
|
||||
|
||||
/*
|
||||
* Utilities
|
||||
@ -39,7 +39,7 @@ public:
|
||||
*/
|
||||
|
||||
uint32_t m_behaviorId;
|
||||
BehaviorTemplates m_templateId;
|
||||
BehaviorTemplate m_templateId;
|
||||
uint32_t m_effectId;
|
||||
std::string m_effectHandle;
|
||||
std::unordered_map<std::string, std::string> m_effectNames;
|
||||
|
70
dGame/dBehaviors/BehaviorTemplate.h
Normal file
70
dGame/dBehaviors/BehaviorTemplate.h
Normal file
@ -0,0 +1,70 @@
|
||||
#pragma once
|
||||
|
||||
enum class BehaviorTemplate : unsigned int {
|
||||
EMPTY, // Not a real behavior, indicates invalid behaviors
|
||||
BASIC_ATTACK,
|
||||
TAC_ARC,
|
||||
AND,
|
||||
PROJECTILE_ATTACK,
|
||||
HEAL,
|
||||
MOVEMENT_SWITCH,
|
||||
AREA_OF_EFFECT,
|
||||
PLAY_EFFECT,
|
||||
IMMUNITY,
|
||||
DAMAGE_BUFF,
|
||||
DAMAGE_ABSORBTION,
|
||||
OVER_TIME,
|
||||
IMAGINATION,
|
||||
TARGET_CASTER,
|
||||
STUN,
|
||||
DURATION,
|
||||
KNOCKBACK,
|
||||
ATTACK_DELAY,
|
||||
CAR_BOOST,
|
||||
FALL_SPEED,
|
||||
SHIELD,
|
||||
REPAIR_ARMOR,
|
||||
SPEED,
|
||||
DARK_INSPIRATION,
|
||||
LOOT_BUFF,
|
||||
VENTURE_VISION,
|
||||
SPAWN_OBJECT,
|
||||
LAY_BRICK,
|
||||
SWITCH,
|
||||
BUFF,
|
||||
JETPACK,
|
||||
SKILL_EVENT,
|
||||
CONSUME_ITEM,
|
||||
SKILL_CAST_FAILED,
|
||||
IMITATION_SKUNK_STINK,
|
||||
CHANGE_IDLE_FLAGS,
|
||||
APPLY_BUFF,
|
||||
CHAIN,
|
||||
CHANGE_ORIENTATION,
|
||||
FORCE_MOVEMENT,
|
||||
INTERRUPT,
|
||||
ALTER_COOLDOWN,
|
||||
CHARGE_UP,
|
||||
SWITCH_MULTIPLE,
|
||||
START,
|
||||
END,
|
||||
ALTER_CHAIN_DELAY,
|
||||
CAMERA,
|
||||
REMOVE_BUFF,
|
||||
GRAB,
|
||||
MODULAR_BUILD,
|
||||
NPC_COMBAT_SKILL,
|
||||
BLOCK,
|
||||
VERIFY,
|
||||
TAUNT,
|
||||
AIR_MOVEMENT,
|
||||
SPAWN_QUICKBUILD,
|
||||
PULL_TO_POINT,
|
||||
PROPERTY_ROTATE,
|
||||
DAMAGE_REDUCTION,
|
||||
PROPERTY_TELEPORT,
|
||||
PROPERTY_CLEAR_TARGET,
|
||||
TAKE_PICTURE,
|
||||
MOUNT,
|
||||
SKILL_SET
|
||||
};
|
@ -1 +0,0 @@
|
||||
#include "BehaviorTemplates.h"
|
@ -1,70 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
enum class BehaviorTemplates : unsigned int {
|
||||
BEHAVIOR_EMPTY, // Not a real behavior, indicates invalid behaviors
|
||||
BEHAVIOR_BASIC_ATTACK,
|
||||
BEHAVIOR_TAC_ARC,
|
||||
BEHAVIOR_AND,
|
||||
BEHAVIOR_PROJECTILE_ATTACK,
|
||||
BEHAVIOR_HEAL,
|
||||
BEHAVIOR_MOVEMENT_SWITCH,
|
||||
BEHAVIOR_AREA_OF_EFFECT,
|
||||
BEHAVIOR_PLAY_EFFECT,
|
||||
BEHAVIOR_IMMUNITY,
|
||||
BEHAVIOR_DAMAGE_BUFF,
|
||||
BEHAVIOR_DAMAGE_ABSORBTION,
|
||||
BEHAVIOR_OVER_TIME,
|
||||
BEHAVIOR_IMAGINATION,
|
||||
BEHAVIOR_TARGET_CASTER,
|
||||
BEHAVIOR_STUN,
|
||||
BEHAVIOR_DURATION,
|
||||
BEHAVIOR_KNOCKBACK,
|
||||
BEHAVIOR_ATTACK_DELAY,
|
||||
BEHAVIOR_CAR_BOOST,
|
||||
BEHAVIOR_FALL_SPEED,
|
||||
BEHAVIOR_SHIELD,
|
||||
BEHAVIOR_REPAIR_ARMOR,
|
||||
BEHAVIOR_SPEED,
|
||||
BEHAVIOR_DARK_INSPIRATION,
|
||||
BEHAVIOR_LOOT_BUFF,
|
||||
BEHAVIOR_VENTURE_VISION,
|
||||
BEHAVIOR_SPAWN_OBJECT,
|
||||
BEHAVIOR_LAY_BRICK,
|
||||
BEHAVIOR_SWITCH,
|
||||
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