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Basic Attack Behavior Live Accuracy Improvements (#926)
* Overhaul BasicAttack Behavior so it matches the live 1.10.64 client
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@@ -7,10 +7,45 @@ public:
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explicit BasicAttackBehavior(const uint32_t behaviorId) : Behavior(behaviorId) {
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}
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/**
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* @brief Reads a 16bit short from the bitStream and when the actual behavior handling finishes with all of its branches, the bitStream
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* is then offset to after the allocated bits for this stream.
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*
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*/
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void DoHandleBehavior(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch);
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/**
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* @brief Handles a client initialized Basic Attack Behavior cast to be deserialized and verified on the server.
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*
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* @param context The Skill's Behavior context. All behaviors in the same tree share the same context
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* @param bitStream The bitStream to deserialize. BitStreams will always check their bounds before reading in a behavior
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* and will fail gracefully if an overread is detected.
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* @param branch The context of this specific branch of the Skill Behavior. Changes based on which branch you are going down.
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*/
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void Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) override;
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/**
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* @brief Writes a 16bit short to the bitStream and when the actual behavior calculation finishes with all of its branches, the number
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* of bits used is then written to where the 16bit short initially was.
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*
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*/
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void Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) override;
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/**
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* @brief Calculates a server initialized Basic Attack Behavior cast to be serialized to the client
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*
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* @param context The Skill's Behavior context. All behaviors in the same tree share the same context
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* @param bitStream The bitStream to serialize to.
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* @param branch The context of this specific branch of the Skill Behavior. Changes based on which branch you are going down.
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*/
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void DoBehaviorCalculation(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch);
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/**
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* @brief Loads this Behaviors parameters from the database. For this behavior specifically:
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* max and min damage will always be the same. If min is less than max, they are both set to max.
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* If an action is not in the database, then no action is taken for that result.
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*
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*/
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void Load() override;
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private:
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uint32_t m_MinDamage;
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@@ -20,4 +55,8 @@ private:
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Behavior* m_OnSuccess;
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Behavior* m_OnFailArmor;
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Behavior* m_OnFailImmune;
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Behavior* m_OnFailBlocked;
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};
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