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https://github.com/DarkflameUniverse/DarkflameServer.git
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Merge pull request #177 from DarkflameUniverse/implement-buccanneer-valiant
Fix #164: Implement Buccaneer Valiant special ability
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@@ -74,7 +74,7 @@ void AreaOfEffectBehavior::Calculate(BehaviorContext* context, RakNet::BitStream
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includeFaction = 1;
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}
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for (auto validTarget : context->GetValidTargets(m_ignoreFaction , includeFaction))
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for (auto validTarget : context->GetValidTargets(m_ignoreFaction , includeFaction, m_TargetSelf == 1))
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{
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auto* entity = EntityManager::Instance()->GetEntity(validTarget);
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@@ -155,4 +155,6 @@ void AreaOfEffectBehavior::Load()
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this->m_ignoreFaction = GetInt("ignore_faction");
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this->m_includeFaction = GetInt("include_faction");
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this->m_TargetSelf = GetInt("target_self");
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}
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@@ -13,6 +13,8 @@ public:
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int32_t m_ignoreFaction;
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int32_t m_includeFaction;
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int32_t m_TargetSelf;
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/*
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* Inherited
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@@ -149,7 +149,7 @@ void BehaviorContext::SyncBehavior(const uint32_t syncId, RakNet::BitStream* bit
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return;
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}
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behavior->Sync(this, bitStream, branch);
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}
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@@ -325,7 +325,7 @@ void BehaviorContext::Reset()
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this->scheduledUpdates.clear();
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}
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std::vector<LWOOBJID> BehaviorContext::GetValidTargets(int32_t ignoreFaction, int32_t includeFaction) const
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std::vector<LWOOBJID> BehaviorContext::GetValidTargets(int32_t ignoreFaction, int32_t includeFaction, bool targetSelf) const
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{
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auto* entity = EntityManager::Instance()->GetEntity(this->caster);
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@@ -353,21 +353,20 @@ std::vector<LWOOBJID> BehaviorContext::GetValidTargets(int32_t ignoreFaction, in
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}
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}
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if (ignoreFaction || includeFaction || (!entity->HasComponent(COMPONENT_TYPE_PHANTOM_PHYSICS) && !entity->HasComponent(COMPONENT_TYPE_CONTROLLABLE_PHYSICS) && targets.empty()))
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if (ignoreFaction || includeFaction || (!entity->HasComponent(COMPONENT_TYPE_PHANTOM_PHYSICS) && targets.empty()))
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{
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DestroyableComponent* destroyableComponent;
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DestroyableComponent* destroyableComponent;
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if (!entity->TryGetComponent(COMPONENT_TYPE_DESTROYABLE, destroyableComponent))
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{
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return targets;
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}
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auto entities = EntityManager::Instance()->GetEntitiesByComponent(COMPONENT_TYPE_CONTROLLABLE_PHYSICS);
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for (auto* candidate : entities)
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{
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const auto id = candidate->GetObjectID();
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if (destroyableComponent->CheckValidity(id, ignoreFaction || includeFaction))
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if ((id != entity->GetObjectID() || targetSelf) && destroyableComponent->CheckValidity(id, ignoreFaction || includeFaction))
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{
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targets.push_back(id);
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}
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@@ -102,7 +102,7 @@ struct BehaviorContext
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void Reset();
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std::vector<LWOOBJID> GetValidTargets(int32_t ignoreFaction = 0, int32_t includeFaction = 0) const;
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std::vector<LWOOBJID> GetValidTargets(int32_t ignoreFaction = 0, int32_t includeFaction = 0, const bool targetSelf = false) const;
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explicit BehaviorContext(LWOOBJID originator, bool calculation = false);
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@@ -1,44 +1,81 @@
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#include "ForceMovementBehavior.h"
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#include "BehaviorBranchContext.h"
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#include "BehaviorContext.h"
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#include "ControllablePhysicsComponent.h"
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#include "EntityManager.h"
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void ForceMovementBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, const BehaviorBranchContext branch)
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{
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if (this->m_hitAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY && this->m_hitEnemyAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY && this->m_hitFactionAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY)
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{
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return;
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}
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void ForceMovementBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, const BehaviorBranchContext branch) {
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if (this->m_hitAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY && this->m_hitEnemyAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY && this->m_hitFactionAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY) {
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return;
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}
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uint32_t handle;
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bitStream->Read(handle);
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context->RegisterSyncBehavior(handle, this, branch);
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uint32_t handle;
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bitStream->Read(handle);
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context->RegisterSyncBehavior(handle, this, branch);
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}
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void ForceMovementBehavior::Sync(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch)
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{
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uint32_t next;
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uint32_t next;
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bitStream->Read(next);
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bitStream->Read(next);
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LWOOBJID target;
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bitStream->Read(target);
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LWOOBJID target;
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branch.target = target;
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auto* behavior = CreateBehavior(next);
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behavior->Handle(context, bitStream, branch);
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}
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bitStream->Read(target);
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void ForceMovementBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
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if (this->m_hitAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY && this->m_hitEnemyAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY && this->m_hitFactionAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY) {
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return;
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}
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auto* behavior = CreateBehavior(next);
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auto* casterEntity = EntityManager::Instance()->GetEntity(context->caster);
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if (casterEntity != nullptr) {
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auto* controllablePhysicsComponent = casterEntity->GetComponent<ControllablePhysicsComponent>();
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if (controllablePhysicsComponent != nullptr) {
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branch.target = target;
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if (m_Forward == 1) {
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controllablePhysicsComponent->SetVelocity(controllablePhysicsComponent->GetRotation().GetForwardVector() * 25);
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}
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behavior->Handle(context, bitStream, branch);
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EntityManager::Instance()->SerializeEntity(casterEntity);
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}
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}
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const auto skillHandle = context->GetUniqueSkillId();
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bitStream->Write(skillHandle);
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context->SyncCalculation(skillHandle, this->m_Duration, this, branch);
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}
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void ForceMovementBehavior::Load()
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{
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this->m_hitAction = GetAction("hit_action");
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this->m_hitEnemyAction = GetAction("hit_action_enemy");
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this->m_hitFactionAction = GetAction("hit_action_faction");
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this->m_hitAction = GetAction("hit_action");
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this->m_hitEnemyAction = GetAction("hit_action_enemy");
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this->m_hitFactionAction = GetAction("hit_action_faction");
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this->m_Duration = GetFloat("duration");
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this->m_Forward = GetFloat("forward");
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this->m_Left = GetFloat("left");
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this->m_Yaw = GetFloat("yaw");
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}
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void ForceMovementBehavior::SyncCalculation(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
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auto* casterEntity = EntityManager::Instance()->GetEntity(context->caster);
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if (casterEntity != nullptr) {
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auto* controllablePhysicsComponent = casterEntity->GetComponent<ControllablePhysicsComponent>();
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if (controllablePhysicsComponent != nullptr) {
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controllablePhysicsComponent->SetPosition(controllablePhysicsComponent->GetPosition() + controllablePhysicsComponent->GetVelocity() * m_Duration);
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controllablePhysicsComponent->SetVelocity({});
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EntityManager::Instance()->SerializeEntity(casterEntity);
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}
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}
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this->m_hitAction->Calculate(context, bitStream, branch);
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this->m_hitEnemyAction->Calculate(context, bitStream, branch);
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this->m_hitEnemyAction->Calculate(context, bitStream, branch);
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}
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@@ -9,6 +9,11 @@ public:
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Behavior* m_hitEnemyAction;
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Behavior* m_hitFactionAction;
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float_t m_Duration;
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float_t m_Forward;
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float_t m_Left;
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float_t m_Yaw;
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/*
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* Inherited
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@@ -18,8 +23,12 @@ public:
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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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void Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) override;
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void SyncCalculation(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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