#include "VerifyBehavior.h" #include "BehaviorBranchContext.h" #include "EntityManager.h" #include "NiPoint3.h" #include "BehaviorContext.h" #include "Game.h" #include "Logger.h" void VerifyBehavior::Calculate(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) { auto* entity = Game::entityManager->GetEntity(branch.target); auto success = true; if (entity == nullptr) { success = false; } else if (this->m_rangeCheck) { auto* self = Game::entityManager->GetEntity(context->originator); if (self == nullptr) { Log::Warn("Invalid self for ({})", context->originator); return; } const auto distance = Vector3::DistanceSquared(self->GetPosition(), entity->GetPosition()); if (distance > this->m_range * this->m_range) { success = false; } } else if (this->m_blockCheck) { // TODO } if (branch.target != LWOOBJID_EMPTY && branch.target != context->originator) { bitStream.Write(success); if (success) { bitStream.Write(1); bitStream.Write0(); bitStream.Write0(); } } if (!success) { branch.target = LWOOBJID_EMPTY; } m_action->Calculate(context, bitStream, branch); } void VerifyBehavior::Load() { this->m_rangeCheck = GetBoolean("check_range"); this->m_blockCheck = GetBoolean("check blocking"); this->m_action = GetAction("action"); this->m_range = GetFloat("range"); }