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feat: implement consume item behavior (#1098)
* feature: implement consume item behavior * Cleanup * tested with skill 456 and fixed some things * remove logs
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@ -64,6 +64,7 @@
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#include "FallSpeedBehavior.h"
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#include "ChangeIdleFlagsBehavior.h"
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#include "DarkInspirationBehavior.h"
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#include "ConsumeItemBehavior.h"
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//CDClient includes
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#include "CDBehaviorParameterTable.h"
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@ -200,7 +201,9 @@ Behavior* Behavior::CreateBehavior(const uint32_t behaviorId) {
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case BehaviorTemplates::BEHAVIOR_SKILL_EVENT:
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behavior = new SkillEventBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_CONSUME_ITEM: break;
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case BehaviorTemplates::BEHAVIOR_CONSUME_ITEM:
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behavior = new ConsumeItemBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_SKILL_CAST_FAILED:
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behavior = new SkillCastFailedBehavior(behaviorId);
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break;
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@ -16,6 +16,7 @@ set(DGAME_DBEHAVIORS_SOURCES "AirMovementBehavior.cpp"
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"ChangeOrientationBehavior.cpp"
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"ChargeUpBehavior.cpp"
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"ClearTargetBehavior.cpp"
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"ConsumeItemBehavior.cpp"
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"DamageAbsorptionBehavior.cpp"
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"DamageReductionBehavior.cpp"
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"DarkInspirationBehavior.cpp"
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31
dGame/dBehaviors/ConsumeItemBehavior.cpp
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31
dGame/dBehaviors/ConsumeItemBehavior.cpp
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@ -0,0 +1,31 @@
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#include "ConsumeItemBehavior.h"
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#include "BehaviorContext.h"
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#include "BehaviorBranchContext.h"
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#include "InventoryComponent.h"
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void ConsumeItemBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
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auto action_to_cast = m_ActionNotConsumed;
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if (this->m_ConsumeLOT != -1) {
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auto caster = Game::entityManager->GetEntity(context->caster);
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if (!caster) return;
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auto inventoryComponent = caster->GetComponent<InventoryComponent>();
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if (!inventoryComponent) return;
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if (inventoryComponent->RemoveItem(this->m_ConsumeLOT, this->m_NumToConsume, eInventoryType::INVALID, false, true)){
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action_to_cast = m_ActionConsumed;
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}
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}
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if(action_to_cast) action_to_cast->Handle(context, bitStream, branch);
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}
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void ConsumeItemBehavior::Sync(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
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Handle(context, bitStream, branch);
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}
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void ConsumeItemBehavior::Load() {
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this->m_ConsumeLOT = GetInt("consume_lot", -1);
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this->m_NumToConsume = GetInt("num_to_consume", 1);
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this->m_ActionNotConsumed = GetAction("action_not_consumed");
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this->m_ActionConsumed = GetAction("action_consumed");
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}
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17
dGame/dBehaviors/ConsumeItemBehavior.h
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17
dGame/dBehaviors/ConsumeItemBehavior.h
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@ -0,0 +1,17 @@
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#pragma once
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#include "Behavior.h"
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class ConsumeItemBehavior final : public Behavior
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{
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public:
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explicit ConsumeItemBehavior(const uint32_t behaviorId) : Behavior(behaviorId) {}
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void Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) override;
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void Sync(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) override;
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void Load() override;
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private:
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LOT m_ConsumeLOT;
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uint32_t m_NumToConsume;
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Behavior* m_ActionNotConsumed;
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Behavior* m_ActionConsumed;
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};
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@ -300,38 +300,26 @@ void InventoryComponent::AddItem(
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}
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}
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void InventoryComponent::RemoveItem(const LOT lot, const uint32_t count, eInventoryType inventoryType, const bool ignoreBound) {
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bool InventoryComponent::RemoveItem(const LOT lot, const uint32_t count, eInventoryType inventoryType, const bool ignoreBound, const bool silent) {
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if (count == 0) {
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LOG("Attempted to remove 0 of item (%i) from the inventory!", lot);
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return;
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return false;
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}
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if (inventoryType == INVALID) {
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inventoryType = Inventory::FindInventoryTypeForLot(lot);
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}
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if (inventoryType == INVALID) inventoryType = Inventory::FindInventoryTypeForLot(lot);
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auto* inventory = GetInventory(inventoryType);
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if (inventory == nullptr) {
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return;
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}
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if (!inventory) return false;
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auto left = std::min<uint32_t>(count, inventory->GetLotCount(lot));
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if (left != count) return false;
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while (left > 0) {
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auto* item = FindItemByLot(lot, inventoryType, false, ignoreBound);
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if (item == nullptr) {
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break;
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}
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if (!item) break;
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const auto delta = std::min<uint32_t>(left, item->GetCount());
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item->SetCount(item->GetCount() - delta);
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item->SetCount(item->GetCount() - delta, silent);
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left -= delta;
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}
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return true;
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}
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void InventoryComponent::MoveItemToInventory(Item* item, const eInventoryType inventory, const uint32_t count, const bool showFlyingLot, bool isModMoveAndEquip, const bool ignoreEquipped, const int32_t preferredSlot) {
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@ -118,8 +118,9 @@ public:
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* @param count the number of items to remove
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* @param inventoryType optional inventory type to remove the item from
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* @param ignoreBound ignores bound items
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* @param silent silently remove the item
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*/
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void RemoveItem(LOT lot, uint32_t count, eInventoryType inventoryType = INVALID, bool ignoreBound = false);
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bool RemoveItem(LOT lot, uint32_t count, eInventoryType inventoryType = INVALID, bool ignoreBound = false, bool silent = false);
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/**
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* Moves an existing item to an inventory of the entity
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