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update switch behavior (#1503)
was using very old code from pre-foss that has not been updated with the new behavior knowledge. The code has been updated accordingly to what the client expects. Tested that ice shurikens can now destroy the legs of the skeleton towers in crux prime. Tested that the following weapons can still do damage to enemies and objects in the world: surikens of ice serratorizer Super Morning Star Super Dagger elite long barrel blaster (charge and normal) Mosaic Wand
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@ -7,9 +7,9 @@
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#include "BuffComponent.h"
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void SwitchBehavior::Handle(BehaviorContext* context, RakNet::BitStream& bitStream, const BehaviorBranchContext branch) {
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auto state = true;
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bool state = true;
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if (this->m_imagination > 0 || !this->m_isEnemyFaction) {
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if (m_imagination > 0 || m_targetHasBuff > 0 || m_Distance > -1.0f) {
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if (!bitStream.Read(state)) {
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LOG("Unable to read state from bitStream, aborting Handle! %i", bitStream.GetNumberOfUnreadBits());
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return;
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@ -18,49 +18,59 @@ void SwitchBehavior::Handle(BehaviorContext* context, RakNet::BitStream& bitStre
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auto* entity = Game::entityManager->GetEntity(context->originator);
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if (entity == nullptr) {
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return;
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}
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if (!entity) return;
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auto* destroyableComponent = entity->GetComponent<DestroyableComponent>();
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if (destroyableComponent == nullptr) {
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return;
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if (destroyableComponent) {
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if (m_isEnemyFaction) {
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auto* target = Game::entityManager->GetEntity(branch.target);
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if (target) state = destroyableComponent->IsEnemy(target);
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}
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LOG_DEBUG("[%i] State: (%d), imagination: (%i) / (%f)", entity->GetLOT(), state, destroyableComponent->GetImagination(), destroyableComponent->GetMaxImagination());
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}
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LOG_DEBUG("[%i] State: (%d), imagination: (%i) / (%f)", entity->GetLOT(), state, destroyableComponent->GetImagination(), destroyableComponent->GetMaxImagination());
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if (state) {
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this->m_actionTrue->Handle(context, bitStream, branch);
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} else {
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this->m_actionFalse->Handle(context, bitStream, branch);
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}
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auto* behaviorToCall = state ? m_actionTrue : m_actionFalse;
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behaviorToCall->Handle(context, bitStream, branch);
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}
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void SwitchBehavior::Calculate(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) {
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auto state = true;
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if (this->m_imagination > 0 || !this->m_isEnemyFaction) {
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bool state = true;
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if (m_imagination > 0 || m_targetHasBuff > 0 || m_Distance > -1.0f) {
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auto* entity = Game::entityManager->GetEntity(branch.target);
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state = entity != nullptr;
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if (state && m_targetHasBuff != 0) {
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auto* buffComponent = entity->GetComponent<BuffComponent>();
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if (state) {
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if (m_targetHasBuff != 0) {
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auto* buffComponent = entity->GetComponent<BuffComponent>();
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if (buffComponent != nullptr && !buffComponent->HasBuff(m_targetHasBuff)) {
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state = false;
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if (buffComponent != nullptr && !buffComponent->HasBuff(m_targetHasBuff)) {
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state = false;
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}
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} else if (m_imagination > 0) {
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auto* destroyableComponent = entity->GetComponent<DestroyableComponent>();
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if (destroyableComponent && destroyableComponent->GetImagination() < m_imagination) {
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state = false;
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}
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} else if (m_Distance > -1.0f) {
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auto* originator = Game::entityManager->GetEntity(context->originator);
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if (originator) {
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const auto distance = (originator->GetPosition() - entity->GetPosition()).Length();
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state = distance <= m_Distance;
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}
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}
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}
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bitStream.Write(state);
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}
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if (state) {
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this->m_actionTrue->Calculate(context, bitStream, branch);
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} else {
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this->m_actionFalse->Calculate(context, bitStream, branch);
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}
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auto* behaviorToCall = state ? m_actionTrue : m_actionFalse;
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behaviorToCall->Calculate(context, bitStream, branch);
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}
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void SwitchBehavior::Load() {
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@ -72,5 +82,7 @@ void SwitchBehavior::Load() {
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this->m_isEnemyFaction = GetBoolean("isEnemyFaction");
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this->m_targetHasBuff = GetInt("target_has_buff");
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this->m_targetHasBuff = GetInt("target_has_buff", -1);
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this->m_Distance = GetFloat("distance", -1.0f);
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}
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@ -14,6 +14,8 @@ public:
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int32_t m_targetHasBuff;
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float m_Distance;
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/*
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* Inherited
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*/
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