feat: implement consume item behavior (#1098)

* feature: implement consume item behavior

* Cleanup

* tested with skill 456 and fixed some things

* remove logs
This commit is contained in:
Aaron Kimbrell
2023-11-14 19:38:52 -06:00
committed by GitHub
parent 8a9883c224
commit 8cd5bf7b8d
6 changed files with 63 additions and 22 deletions

View File

@@ -0,0 +1,31 @@
#include "ConsumeItemBehavior.h"
#include "BehaviorContext.h"
#include "BehaviorBranchContext.h"
#include "InventoryComponent.h"
void ConsumeItemBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
auto action_to_cast = m_ActionNotConsumed;
if (this->m_ConsumeLOT != -1) {
auto caster = Game::entityManager->GetEntity(context->caster);
if (!caster) return;
auto inventoryComponent = caster->GetComponent<InventoryComponent>();
if (!inventoryComponent) return;
if (inventoryComponent->RemoveItem(this->m_ConsumeLOT, this->m_NumToConsume, eInventoryType::INVALID, false, true)){
action_to_cast = m_ActionConsumed;
}
}
if(action_to_cast) action_to_cast->Handle(context, bitStream, branch);
}
void ConsumeItemBehavior::Sync(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
Handle(context, bitStream, branch);
}
void ConsumeItemBehavior::Load() {
this->m_ConsumeLOT = GetInt("consume_lot", -1);
this->m_NumToConsume = GetInt("num_to_consume", 1);
this->m_ActionNotConsumed = GetAction("action_not_consumed");
this->m_ActionConsumed = GetAction("action_consumed");
}