Rename some variables in Component

And add more virtuals
This commit is contained in:
David Markowitz
2023-06-06 18:59:53 -07:00
parent b589755655
commit 716a5fcf37
54 changed files with 602 additions and 580 deletions

View File

@@ -32,9 +32,9 @@ ProjectileSyncEntry::ProjectileSyncEntry() {
std::unordered_map<uint32_t, uint32_t> SkillComponent::m_skillBehaviorCache = {};
bool SkillComponent::CastPlayerSkill(const uint32_t behaviorId, const uint32_t skillUid, RakNet::BitStream* bitStream, const LWOOBJID target, uint32_t skillID) {
auto* context = new BehaviorContext(this->m_Parent->GetObjectID());
auto* context = new BehaviorContext(this->m_OwningEntity->GetObjectID());
context->caster = m_Parent->GetObjectID();
context->caster = m_OwningEntity->GetObjectID();
context->skillID = skillID;
@@ -130,11 +130,11 @@ void SkillComponent::RegisterPlayerProjectile(const LWOOBJID projectileId, Behav
}
void SkillComponent::Update(const float deltaTime) {
if (!m_Parent->HasComponent(eReplicaComponentType::BASE_COMBAT_AI) && m_Parent->GetLOT() != 1) {
if (!m_OwningEntity->HasComponent(eReplicaComponentType::BASE_COMBAT_AI) && m_OwningEntity->GetLOT() != 1) {
CalculateUpdate(deltaTime);
}
if (m_Parent->IsPlayer()) {
if (m_OwningEntity->IsPlayer()) {
for (const auto& pair : this->m_managedBehaviors) pair.second->UpdatePlayerSyncs(deltaTime);
}
@@ -193,7 +193,7 @@ void SkillComponent::Reset() {
void SkillComponent::Interrupt() {
// TODO: need to check immunities on the destroyable component, but they aren't implemented
auto* combat = m_Parent->GetComponent<BaseCombatAIComponent>();
auto* combat = m_OwningEntity->GetComponent<BaseCombatAIComponent>();
if (combat != nullptr && combat->GetStunImmune()) return;
for (const auto& behavior : this->m_managedBehaviors) {
@@ -201,7 +201,7 @@ void SkillComponent::Interrupt() {
behaviorEndEntry.behavior->End(behavior.second, behaviorEndEntry.branchContext, behaviorEndEntry.second);
}
behavior.second->endEntries.clear();
if (m_Parent->IsPlayer()) continue;
if (m_OwningEntity->IsPlayer()) continue;
behavior.second->Interrupt();
}
@@ -256,9 +256,9 @@ SkillExecutionResult SkillComponent::CalculateBehavior(const uint32_t skillId, c
auto* behavior = Behavior::CreateBehavior(behaviorId);
auto* context = new BehaviorContext(originatorOverride != LWOOBJID_EMPTY ? originatorOverride : this->m_Parent->GetObjectID(), true);
auto* context = new BehaviorContext(originatorOverride != LWOOBJID_EMPTY ? originatorOverride : this->m_OwningEntity->GetObjectID(), true);
context->caster = m_Parent->GetObjectID();
context->caster = m_OwningEntity->GetObjectID();
context->skillID = skillId;
@@ -268,8 +268,8 @@ SkillExecutionResult SkillComponent::CalculateBehavior(const uint32_t skillId, c
behavior->Calculate(context, bitStream, { target, 0 });
for (auto* script : CppScripts::GetEntityScripts(m_Parent)) {
script->OnSkillCast(m_Parent, skillId);
for (auto* script : CppScripts::GetEntityScripts(m_OwningEntity)) {
script->OnSkillCast(m_OwningEntity, skillId);
}
if (!context->foundTarget) {
@@ -305,7 +305,7 @@ SkillExecutionResult SkillComponent::CalculateBehavior(const uint32_t skillId, c
RakNet::BitStream message;
PacketUtils::WriteHeader(message, eConnectionType::CLIENT, eClientMessageType::GAME_MSG);
message.Write(this->m_Parent->GetObjectID());
message.Write(this->m_OwningEntity->GetObjectID());
start.Serialize(&message);
Game::server->Send(&message, UNASSIGNED_SYSTEM_ADDRESS, true);
@@ -431,14 +431,14 @@ void SkillComponent::SyncProjectileCalculation(const ProjectileSyncEntry& entry)
DoClientProjectileImpact projectileImpact;
projectileImpact.sBitStream.assign((char*)bitStream->GetData(), bitStream->GetNumberOfBytesUsed());
projectileImpact.i64OwnerID = this->m_Parent->GetObjectID();
projectileImpact.i64OwnerID = this->m_OwningEntity->GetObjectID();
projectileImpact.i64OrgID = entry.id;
projectileImpact.i64TargetID = entry.branchContext.target;
RakNet::BitStream message;
PacketUtils::WriteHeader(message, eConnectionType::CLIENT, eClientMessageType::GAME_MSG);
message.Write(this->m_Parent->GetObjectID());
message.Write(this->m_OwningEntity->GetObjectID());
projectileImpact.Serialize(&message);
Game::server->Send(&message, UNASSIGNED_SYSTEM_ADDRESS, true);