#include "SwitchBehavior.h" #include "BehaviorBranchContext.h" #include "EntityManager.h" #include "dLogger.h" #include "DestroyableComponent.h" #include "BehaviorContext.h" #include "BuffComponent.h" void SwitchBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, const BehaviorBranchContext branch) { auto state = true; if (this->m_imagination > 0 || !this->m_isEnemyFaction) { bitStream->Read(state); } auto* entity = EntityManager::Instance()->GetEntity(context->originator); if (entity == nullptr) { return; } auto* destroyableComponent = entity->GetComponent(); if (destroyableComponent == nullptr) { return; } Game::logger->Log("SwitchBehavior", "[%i] State: (%d), imagination: (%i) / (%f)\n", entity->GetLOT(), state, destroyableComponent->GetImagination(), destroyableComponent->GetMaxImagination()); if (state || (entity->GetLOT() == 8092 && destroyableComponent->GetImagination() >= m_imagination)) { this->m_actionTrue->Handle(context, bitStream, branch); } else { this->m_actionFalse->Handle(context, bitStream, branch); } } void SwitchBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) { auto state = true; if (this->m_imagination > 0 || !this->m_isEnemyFaction) { auto* entity = EntityManager::Instance()->GetEntity(branch.target); state = entity != nullptr; if (state && m_targetHasBuff != 0) { auto* buffComponent = entity->GetComponent(); if (buffComponent != nullptr && !buffComponent->HasBuff(m_targetHasBuff)) { state = false; } } bitStream->Write(state); } if (state) { this->m_actionTrue->Calculate(context, bitStream, branch); } else { this->m_actionFalse->Calculate(context, bitStream, branch); } } void SwitchBehavior::Load() { this->m_actionTrue = GetAction("action_true"); this->m_actionFalse = GetAction("action_false"); this->m_imagination = GetInt("imagination"); this->m_isEnemyFaction = GetBoolean("isEnemyFaction"); this->m_targetHasBuff = GetInt("target_has_buff"); }