Added Loot Buff Behavior

Added functions and methods to support the pickup radius.  Functionality includes:
Corrected serialization for ControllablePhysicsComponent which correctly serializes the pickup radius to the client.
A method to add the pickup radius to the list of active pickup radii the component has.
A method to remove and re-calculate the largest active radii the component currently has.

Tested equipping all variations of the LootBuff behavior (passive skills, items, item skills) and all functioned as intended.  Tested equipping multiple items with a loot buff and then unequipping them in different orders.  Tested adding pickup radii of different values and the server correctly adjusted the pickup radius to the largest one currently equipped.
This commit is contained in:
EmosewaMC 2022-04-26 21:44:35 -07:00
parent aca2bb1090
commit b713b94841
8 changed files with 155 additions and 5 deletions

View File

@ -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();

View File

@ -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;
};

View File

@ -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);

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@ -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;

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@ -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<ControllablePhysicsComponent>();
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<ControllablePhysicsComponent>();
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");
}

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@ -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;
};

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@ -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;
}
}
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);
}

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@ -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<float> 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<float> m_ActivePickupRadiusScales;
/**
* The active pickup radius for this entity
*/
float m_PickupRadius;
};
#endif // CONTROLLABLEPHYSICSCOMPONENT_H