Imminuty updates (#925)

* WIP Immunities

* Immunity getters

* remove redundent variable
replace it use with it's equivalent

* remove unused lookups, fix typos

* fix tests

* added imunity test

* address feedback

* more immunity tests

* explicit this
This commit is contained in:
Aaron Kimbrell
2023-01-06 23:59:19 -06:00
committed by GitHub
parent 1ac898ba00
commit 80f8dd8003
25 changed files with 681 additions and 99 deletions

View File

@@ -6,28 +6,47 @@
#include "Game.h"
#include "dLogger.h"
#include "DestroyableComponent.h"
#include "ControllablePhysicsComponent.h"
void ImmunityBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, const BehaviorBranchContext branch) {
auto* target = EntityManager::Instance()->GetEntity(branch.target);
if (target == nullptr) {
if (!target) {
Game::logger->Log("DamageAbsorptionBehavior", "Failed to find target (%llu)!", branch.target);
return;
}
auto* destroyable = static_cast<DestroyableComponent*>(target->GetComponent(COMPONENT_TYPE_DESTROYABLE));
if (destroyable == nullptr) {
return;
auto* destroyableComponent = target->GetComponent<DestroyableComponent>();
if (destroyableComponent) {
destroyableComponent->SetStatusImmunity(
eStateChangeType::PUSH,
this->m_ImmuneToBasicAttack,
this->m_ImmuneToDamageOverTime,
this->m_ImmuneToKnockback,
this->m_ImmuneToInterrupt,
this->m_ImmuneToSpeed,
this->m_ImmuneToImaginationGain,
this->m_ImmuneToImaginationLoss,
this->m_ImmuneToQuickbuildInterrupt,
this->m_ImmuneToPullToPoint
);
}
if (!this->m_immuneBasicAttack) {
return;
auto* controllablePhysicsComponent = target->GetComponent<ControllablePhysicsComponent>();
if (controllablePhysicsComponent) {
controllablePhysicsComponent->SetStunImmunity(
eStateChangeType::PUSH,
context->caster,
this->m_ImmuneToStunAttack,
this->m_ImmuneToStunEquip,
this->m_ImmuneToStunInteract,
this->m_ImmuneToStunJump,
this->m_ImmuneToStunMove,
this->m_ImmuneToStunTurn,
this->m_ImmuneToStunUseItem
);
}
destroyable->PushImmunity();
context->RegisterTimerBehavior(this, branch, target->GetObjectID());
}
@@ -38,21 +57,60 @@ void ImmunityBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bi
void ImmunityBehavior::Timer(BehaviorContext* context, BehaviorBranchContext branch, const LWOOBJID second) {
auto* target = EntityManager::Instance()->GetEntity(second);
if (target == nullptr) {
if (!target) {
Game::logger->Log("DamageAbsorptionBehavior", "Failed to find target (%llu)!", second);
return;
}
auto* destroyable = static_cast<DestroyableComponent*>(target->GetComponent(COMPONENT_TYPE_DESTROYABLE));
if (destroyable == nullptr) {
return;
auto* destroyableComponent = target->GetComponent<DestroyableComponent>();
if (destroyableComponent) {
destroyableComponent->SetStatusImmunity(
eStateChangeType::POP,
this->m_ImmuneToBasicAttack,
this->m_ImmuneToDamageOverTime,
this->m_ImmuneToKnockback,
this->m_ImmuneToInterrupt,
this->m_ImmuneToSpeed,
this->m_ImmuneToImaginationGain,
this->m_ImmuneToImaginationLoss,
this->m_ImmuneToQuickbuildInterrupt,
this->m_ImmuneToPullToPoint
);
}
auto* controllablePhysicsComponent = target->GetComponent<ControllablePhysicsComponent>();
if (controllablePhysicsComponent) {
controllablePhysicsComponent->SetStunImmunity(
eStateChangeType::POP,
context->caster,
this->m_ImmuneToStunAttack,
this->m_ImmuneToStunEquip,
this->m_ImmuneToStunInteract,
this->m_ImmuneToStunJump,
this->m_ImmuneToStunMove,
this->m_ImmuneToStunTurn,
this->m_ImmuneToStunUseItem
);
}
destroyable->PopImmunity();
}
void ImmunityBehavior::Load() {
this->m_immuneBasicAttack = GetBoolean("immune_basic_attack");
//Stun
this->m_ImmuneToStunAttack = GetBoolean("immune_stun_attack", false);
this->m_ImmuneToStunEquip = GetBoolean("immune_stun_equip", false);
this->m_ImmuneToStunInteract = GetBoolean("immune_stun_interact", false);
this->m_ImmuneToStunMove = GetBoolean("immune_stun_move", false);
this->m_ImmuneToStunTurn = GetBoolean("immune_stun_rotate", false);
// Status
this->m_ImmuneToBasicAttack = GetBoolean("immune_basic_attack", false);
this->m_ImmuneToDamageOverTime = GetBoolean("immune_damage_over_time", false);
this->m_ImmuneToKnockback = GetBoolean("immune_knockback", false);
this->m_ImmuneToInterrupt = GetBoolean("immune_interrupt", false);
this->m_ImmuneToSpeed = GetBoolean("immune_speed", false);
this->m_ImmuneToImaginationGain = GetBoolean("immune_imagination_gain", false);
this->m_ImmuneToImaginationLoss = GetBoolean("immune_imagination_loss", false);
this->m_ImmuneToQuickbuildInterrupt = GetBoolean("immune_quickbuild_interrupts", false);
this->m_ImmuneToPullToPoint = GetBoolean("immune_pulltopoint", false);
}