diff --git a/dGame/dBehaviors/AndBehavior.cpp b/dGame/dBehaviors/AndBehavior.cpp index 231b39c9..5fc1e113 100644 --- a/dGame/dBehaviors/AndBehavior.cpp +++ b/dGame/dBehaviors/AndBehavior.cpp @@ -19,6 +19,12 @@ void AndBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStre } } +void AndBehavior::UnCast(BehaviorContext* context, const BehaviorBranchContext branch) { + for (auto behavior : this->m_behaviors) { + behavior->UnCast(context, branch); + } +} + void AndBehavior::Load() { const auto parameters = GetParameterNames(); diff --git a/dGame/dBehaviors/AndBehavior.h b/dGame/dBehaviors/AndBehavior.h index 2b7d95e6..9cbce569 100644 --- a/dGame/dBehaviors/AndBehavior.h +++ b/dGame/dBehaviors/AndBehavior.h @@ -20,5 +20,7 @@ public: void Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) override; + void UnCast(BehaviorContext* context, BehaviorBranchContext branch) override; + void Load() override; }; diff --git a/dGame/dBehaviors/Behavior.cpp b/dGame/dBehaviors/Behavior.cpp index 74153c11..db5bbf2f 100644 --- a/dGame/dBehaviors/Behavior.cpp +++ b/dGame/dBehaviors/Behavior.cpp @@ -18,6 +18,7 @@ #include "AreaOfEffectBehavior.h" #include "DurationBehavior.h" #include "TacArcBehavior.h" +#include "LootBuffBehavior.h" #include "AttackDelayBehavior.h" #include "BasicAttackBehavior.h" #include "ChainBehavior.h" @@ -172,7 +173,9 @@ Behavior* Behavior::CreateBehavior(const uint32_t behaviorId) behavior = new SpeedBehavior(behaviorId); break; case BehaviorTemplates::BEHAVIOR_DARK_INSPIRATION: break; - case BehaviorTemplates::BEHAVIOR_LOOT_BUFF: break; + case BehaviorTemplates::BEHAVIOR_LOOT_BUFF: + behavior = new LootBuffBehavior(behaviorId); + break; case BehaviorTemplates::BEHAVIOR_VENTURE_VISION: break; case BehaviorTemplates::BEHAVIOR_SPAWN_OBJECT: behavior = new SpawnBehavior(behaviorId); diff --git a/dGame/dBehaviors/BehaviorContext.cpp b/dGame/dBehaviors/BehaviorContext.cpp index fc67a82d..c7bf912f 100644 --- a/dGame/dBehaviors/BehaviorContext.cpp +++ b/dGame/dBehaviors/BehaviorContext.cpp @@ -64,8 +64,8 @@ void BehaviorContext::RegisterSyncBehavior(const uint32_t syncId, Behavior* beha void BehaviorContext::RegisterTimerBehavior(Behavior* behavior, const BehaviorBranchContext& branchContext, const LWOOBJID second) { - BehaviorTimerEntry entry -; + BehaviorTimerEntry entry; + entry.time = branchContext.duration; entry.behavior = behavior; entry.branchContext = branchContext; diff --git a/dGame/dBehaviors/LootBuffBehavior.cpp b/dGame/dBehaviors/LootBuffBehavior.cpp new file mode 100644 index 00000000..fe46f7bb --- /dev/null +++ b/dGame/dBehaviors/LootBuffBehavior.cpp @@ -0,0 +1,38 @@ +#include "LootBuffBehavior.h" + +void LootBuffBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) { + auto target = EntityManager::Instance()->GetEntity(context->caster); + if (!target) return; + + auto controllablePhysicsComponent = target->GetComponent(); + if (!controllablePhysicsComponent) return; + + controllablePhysicsComponent->AddPickupRadiusScale(m_Scale); + EntityManager::Instance()->SerializeEntity(target); + + if (branch.duration > 0) context->RegisterTimerBehavior(this, branch); + +} + +void LootBuffBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) { + Handle(context, bitStream, branch); +} + +void LootBuffBehavior::UnCast(BehaviorContext* context, BehaviorBranchContext branch) { + auto target = EntityManager::Instance()->GetEntity(context->caster); + if (!target) return; + + auto controllablePhysicsComponent = target->GetComponent(); + if (!controllablePhysicsComponent) return; + + controllablePhysicsComponent->RemovePickupRadiusScale(m_Scale); + EntityManager::Instance()->SerializeEntity(target); +} + +void LootBuffBehavior::Timer(BehaviorContext* context, BehaviorBranchContext branch, LWOOBJID second) { + UnCast(context, branch); +} + +void LootBuffBehavior::Load() { + this->m_Scale = GetFloat("scale"); +} \ No newline at end of file diff --git a/dGame/dBehaviors/LootBuffBehavior.h b/dGame/dBehaviors/LootBuffBehavior.h new file mode 100644 index 00000000..0f85b3b0 --- /dev/null +++ b/dGame/dBehaviors/LootBuffBehavior.h @@ -0,0 +1,32 @@ +#pragma once +#include "Behavior.h" +#include "BehaviorBranchContext.h" +#include "BehaviorContext.h" +#include "ControllablePhysicsComponent.h" + +/** + * @brief This is the behavior class to be used for all Loot Buff behavior nodes in the Behavior tree. + * + */ +class LootBuffBehavior final : public Behavior +{ +public: + + float m_Scale; + + /* + * Inherited + */ + + explicit LootBuffBehavior(const uint32_t behaviorId) : Behavior(behaviorId) {} + + void Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) override; + + void Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) override; + + void UnCast(BehaviorContext* context, BehaviorBranchContext branch) override; + + void Timer(BehaviorContext* context, BehaviorBranchContext branch, LWOOBJID second) override; + + void Load() override; +}; diff --git a/dGame/dComponents/ControllablePhysicsComponent.cpp b/dGame/dComponents/ControllablePhysicsComponent.cpp index 922ae55d..648b1471 100644 --- a/dGame/dComponents/ControllablePhysicsComponent.cpp +++ b/dGame/dComponents/ControllablePhysicsComponent.cpp @@ -29,6 +29,8 @@ ControllablePhysicsComponent::ControllablePhysicsComponent(Entity* entity) : Com m_GravityScale = 1; m_DirtyCheats = false; m_IgnoreMultipliers = false; + m_PickupRadius = 0.0f; + m_DirtyPickupRadiusScale = true; if (entity->GetLOT() != 1) // Other physics entities we care about will be added by BaseCombatAI return; @@ -85,7 +87,13 @@ void ControllablePhysicsComponent::Serialize(RakNet::BitStream* outBitStream, bo m_DirtyCheats = false; } - outBitStream->Write0(); + outBitStream->Write(m_DirtyPickupRadiusScale); + if (m_DirtyPickupRadiusScale) { + outBitStream->Write(m_PickupRadius); + outBitStream->Write0(); //No clue what this is so im leaving it false. + m_DirtyPickupRadiusScale = false; + } + outBitStream->Write0(); outBitStream->Write(m_DirtyPosition || bIsInitialUpdate); @@ -230,4 +238,32 @@ void ControllablePhysicsComponent::SetDirtyVelocity(bool val) { void ControllablePhysicsComponent::SetDirtyAngularVelocity(bool val) { m_DirtyAngularVelocity = val; -} \ No newline at end of file +} + +void ControllablePhysicsComponent::AddPickupRadiusScale(float value) { + m_ActivePickupRadiusScales.push_back(value); + if (value > m_PickupRadius) { + m_PickupRadius = value; + m_DirtyPickupRadiusScale = true; + } +} + +void ControllablePhysicsComponent::RemovePickupRadiusScale(float value) { + // Attempt to remove pickup radius from active radii + const auto pos = std::find(m_ActivePickupRadiusScales.begin(), m_ActivePickupRadiusScales.end(), value); + if (pos != m_ActivePickupRadiusScales.end()) { + m_ActivePickupRadiusScales.erase(pos); + } else { + Game::logger->Log("ControllablePhysicsComponent", "Warning: Could not find pickup radius %f in list of active radii. List has %i active radii.\n", value, m_ActivePickupRadiusScales.size()); + return; + } + + // Recalculate pickup radius since we removed one by now + m_PickupRadius = 0.0f; + m_DirtyPickupRadiusScale = true; + for (uint32_t i = 0; i < m_ActivePickupRadiusScales.size(); i++) { + auto candidateRadius = m_ActivePickupRadiusScales[i]; + if (m_PickupRadius < candidateRadius) m_PickupRadius = candidateRadius; + } + EntityManager::Instance()->SerializeEntity(m_Parent); +} diff --git a/dGame/dComponents/ControllablePhysicsComponent.h b/dGame/dComponents/ControllablePhysicsComponent.h index f0fe7461..c7acec62 100644 --- a/dGame/dComponents/ControllablePhysicsComponent.h +++ b/dGame/dComponents/ControllablePhysicsComponent.h @@ -227,6 +227,24 @@ public: dpEntity* GetdpEntity() const { return m_dpEntity; } + /** + * I store this in a vector because if I have 2 separate pickup radii being applied to the player, I dont know which one is correctly active. + * This method adds the pickup radius to the vector of active radii and if its larger than the current one, is applied as the new pickup radius. + */ + void AddPickupRadiusScale(float value) ; + + /** + * Removes the provided pickup radius scale from our list of buffs + * The recalculates what our pickup radius is. + */ + void RemovePickupRadiusScale(float value) ; + + /** + * The pickup radii of this component. + * @return All active radii scales for this component. + */ + std::vector GetActivePickupRadiusScales() { return m_ActivePickupRadiusScales; }; + private: /** * The entity that owns this component @@ -322,6 +340,21 @@ private: * Whether this entity is static, making it unable to move */ bool m_Static; + + /** + * Whether the pickup scale is dirty. + */ + bool m_DirtyPickupRadiusScale; + + /** + * The list of pickup radius scales for this entity + */ + std::vector m_ActivePickupRadiusScales; + + /** + * The active pickup radius for this entity + */ + float m_PickupRadius; }; #endif // CONTROLLABLEPHYSICSCOMPONENT_H