#include "StunBehavior.h" #include "BaseCombatAIComponent.h" #include "BehaviorBranchContext.h" #include "BehaviorContext.h" #include "EntityManager.h" #include "Game.h" #include "dLogger.h" #include "DestroyableComponent.h" void StunBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, const BehaviorBranchContext branch) { if (this->m_stunCaster || branch.target == context->originator) { return; } bool blocked{}; if (!bitStream->Read(blocked)) { Game::logger->Log("StunBehavior", "Unable to read blocked from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits()); return; }; auto* target = EntityManager::Instance()->GetEntity(branch.target); if (target == nullptr) { Game::logger->Log("StunBehavior", "Failed to find target (%llu)!", branch.target); return; } /* * If our target is an enemy we can go ahead and stun it. */ auto* combatAiComponent = static_cast(target->GetComponent(COMPONENT_TYPE_BASE_COMBAT_AI)); if (combatAiComponent == nullptr) { return; } combatAiComponent->Stun(branch.duration); } void StunBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, const BehaviorBranchContext branch) { if (this->m_stunCaster || branch.target == context->originator) { auto* self = EntityManager::Instance()->GetEntity(context->originator); if (self == nullptr) { Game::logger->Log("StunBehavior", "Invalid self entity (%llu)!", context->originator); return; } /* * See if we can stun ourselves */ auto* combatAiComponent = static_cast(self->GetComponent(COMPONENT_TYPE_BASE_COMBAT_AI)); if (combatAiComponent == nullptr) { return; } combatAiComponent->Stun(branch.duration); return; } bool blocked = false; auto* target = EntityManager::Instance()->GetEntity(branch.target); if (target != nullptr) { auto* destroyableComponent = target->GetComponent(); if (destroyableComponent != nullptr) { blocked = destroyableComponent->IsKnockbackImmune(); } } bitStream->Write(blocked); if (target == nullptr) { Game::logger->Log("StunBehavior", "Failed to find target (%llu)!", branch.target); return; } /* * If our target is an enemy we can go ahead and stun it. */ auto* combatAiComponent = static_cast(target->GetComponent(COMPONENT_TYPE_BASE_COMBAT_AI)); if (combatAiComponent == nullptr) { return; } combatAiComponent->Stun(branch.duration); } void StunBehavior::Load() { this->m_stunCaster = GetBoolean("stun_caster"); }