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Add change idle flags behavior and GM (#871)
* update naming for animation flag enum value 0 * Add change idle flags behaviors and GM * default to 0 when none is given
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@@ -60,6 +60,7 @@
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#include "SpeedBehavior.h"
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#include "DamageReductionBehavior.h"
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#include "JetPackBehavior.h"
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#include "ChangeIdleFlagsBehavior.h"
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//CDClient includes
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#include "CDBehaviorParameterTable.h"
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@@ -196,7 +197,9 @@ Behavior* Behavior::CreateBehavior(const uint32_t behaviorId) {
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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: break;
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case BehaviorTemplates::BEHAVIOR_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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behavior = new ApplyBuffBehavior(behaviorId);
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break;
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@@ -12,6 +12,7 @@ set(DGAME_DBEHAVIORS_SOURCES "AirMovementBehavior.cpp"
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"BuffBehavior.cpp"
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"CarBoostBehavior.cpp"
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"ChainBehavior.cpp"
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"ChangeIdleFlagsBehavior.cpp"
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"ChangeOrientationBehavior.cpp"
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"ChargeUpBehavior.cpp"
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"ClearTargetBehavior.cpp"
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37
dGame/dBehaviors/ChangeIdleFlagsBehavior.cpp
Normal file
37
dGame/dBehaviors/ChangeIdleFlagsBehavior.cpp
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@@ -0,0 +1,37 @@
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#include "ChangeIdleFlagsBehavior.h"
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#include "BehaviorContext.h"
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#include "BehaviorBranchContext.h"
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void ChangeIdleFlagsBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
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const auto target = branch.target != LWOOBJID_EMPTY ? branch.target : context->originator;
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if (!target) return;
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GameMessages::SendChangeIdleFlags(target, m_FlagsOn, m_FlagsOff, UNASSIGNED_SYSTEM_ADDRESS);
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if (branch.duration > 0.0f) {
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context->RegisterTimerBehavior(this, branch);
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} else if (branch.start > 0) {
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context->RegisterEndBehavior(this, branch);
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}
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}
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void ChangeIdleFlagsBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
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Handle(context, bitStream, branch);
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}
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void ChangeIdleFlagsBehavior::End(BehaviorContext* context, BehaviorBranchContext branch, LWOOBJID second) {
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const auto target = branch.target != LWOOBJID_EMPTY ? branch.target : context->originator;
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if (!target) return;
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// flip on and off to end behavior
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GameMessages::SendChangeIdleFlags(target, m_FlagsOff, m_FlagsOn, UNASSIGNED_SYSTEM_ADDRESS);
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}
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void ChangeIdleFlagsBehavior::Timer(BehaviorContext* context, BehaviorBranchContext branch, LWOOBJID second) {
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End(context, branch, second);
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}
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void ChangeIdleFlagsBehavior::Load() {
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m_FlagsOff = static_cast<eAnimationFlags>(GetInt("flags_off", 0));
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m_FlagsOn = static_cast<eAnimationFlags>(GetInt("flags_on", 0));
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}
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23
dGame/dBehaviors/ChangeIdleFlagsBehavior.h
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23
dGame/dBehaviors/ChangeIdleFlagsBehavior.h
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@@ -0,0 +1,23 @@
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#pragma once
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#include "Behavior.h"
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#include "eAninmationFlags.h"
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class ChangeIdleFlagsBehavior final : public Behavior {
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public:
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/*
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* Inherited
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*/
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explicit ChangeIdleFlagsBehavior(const uint32_t behaviorId) : Behavior(behaviorId) {}
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void Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) override;
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void Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) override;
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void Timer(BehaviorContext* context, BehaviorBranchContext branch, LWOOBJID second) override;
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void End(BehaviorContext* context, BehaviorBranchContext branch, LWOOBJID second) override;
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void Load() override;
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private:
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eAnimationFlags m_FlagsOff;
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eAnimationFlags m_FlagsOn;
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};
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@@ -28,7 +28,7 @@ void SwitchBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStre
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return;
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}
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Game::logger->Log("SwitchBehavior", "[%i] State: (%d), imagination: (%i) / (%f)", entity->GetLOT(), state, destroyableComponent->GetImagination(), destroyableComponent->GetMaxImagination());
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Game::logger->LogDebug("SwitchBehavior", "[%i] State: (%d), imagination: (%i) / (%f)", entity->GetLOT(), state, destroyableComponent->GetImagination(), destroyableComponent->GetMaxImagination());
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if (state || (entity->GetLOT() == 8092 && destroyableComponent->GetImagination() >= m_imagination)) {
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this->m_actionTrue->Handle(context, bitStream, branch);
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