#include "AirMovementBehavior.h" #include "BehaviorBranchContext.h" #include "BehaviorContext.h" #include "EntityManager.h" #include "Game.h" #include "dLogger.h" void AirMovementBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) { uint32_t handle{}; if (!bitStream->Read(handle)) { Game::logger->Log("AirMovementBehavior", "Unable to read handle from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits()); return; } context->RegisterSyncBehavior(handle, this, branch); } void AirMovementBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) { const auto handle = context->GetUniqueSkillId(); bitStream->Write(handle); } void AirMovementBehavior::Sync(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) { uint32_t behaviorId{}; if (!bitStream->Read(behaviorId)) { Game::logger->Log("AirMovementBehavior", "Unable to read behaviorId from bitStream, aborting Sync! %i", bitStream->GetNumberOfUnreadBits()); return; } LWOOBJID target{}; if (!bitStream->Read(target)) { Game::logger->Log("AirMovementBehavior", "Unable to read target from bitStream, aborting Sync! %i", bitStream->GetNumberOfUnreadBits()); return; } auto* behavior = CreateBehavior(behaviorId); if (EntityManager::Instance()->GetEntity(target) != nullptr) { branch.target = target; } behavior->Handle(context, bitStream, branch); } void AirMovementBehavior::Load() { }