#include "SwitchBehavior.h" #include "BehaviorBranchContext.h" #include "EntityManager.h" #include "Logger.h" #include "DestroyableComponent.h" #include "BehaviorContext.h" #include "BuffComponent.h" void SwitchBehavior::Handle(BehaviorContext* context, RakNet::BitStream& bitStream, const BehaviorBranchContext branch) { bool state = true; if (m_imagination > 0 || m_targetHasBuff > 0 || m_Distance > -1.0f) { if (!bitStream.Read(state)) { LOG("Unable to read state from bitStream, aborting Handle! %i", bitStream.GetNumberOfUnreadBits()); return; }; } auto* entity = Game::entityManager->GetEntity(context->originator); if (!entity) return; auto* destroyableComponent = entity->GetComponent(); if (destroyableComponent) { if (m_isEnemyFaction) { auto* target = Game::entityManager->GetEntity(branch.target); if (target) state = destroyableComponent->IsEnemy(target); } LOG_DEBUG("[%i] State: (%d), imagination: (%i) / (%f)", entity->GetLOT(), state, destroyableComponent->GetImagination(), destroyableComponent->GetMaxImagination()); } auto* behaviorToCall = state ? m_actionTrue : m_actionFalse; behaviorToCall->Handle(context, bitStream, branch); } void SwitchBehavior::Calculate(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) { bool state = true; if (m_imagination > 0 || m_targetHasBuff > 0 || m_Distance > -1.0f) { auto* entity = Game::entityManager->GetEntity(branch.target); state = entity != nullptr; if (state) { if (m_targetHasBuff != 0) { auto* buffComponent = entity->GetComponent(); if (buffComponent != nullptr && !buffComponent->HasBuff(m_targetHasBuff)) { state = false; } } else if (m_imagination > 0) { auto* destroyableComponent = entity->GetComponent(); if (destroyableComponent && destroyableComponent->GetImagination() < m_imagination) { state = false; } } else if (m_Distance > -1.0f) { auto* originator = Game::entityManager->GetEntity(context->originator); if (originator) { const auto distance = (originator->GetPosition() - entity->GetPosition()).Length(); state = distance <= m_Distance; } } } bitStream.Write(state); } auto* behaviorToCall = state ? m_actionTrue : m_actionFalse; behaviorToCall->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", -1); this->m_Distance = GetFloat("distance", -1.0f); }