#include "SpeedBehavior.h" #include "ControllablePhysicsComponent.h" #include "BehaviorContext.h" #include "BehaviorBranchContext.h" #include "dLogger.h" void SpeedBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) { if (m_AffectsCaster) branch.target = context->caster; auto* target = Game::entityManager->GetEntity(branch.target); if (!target) return; auto* controllablePhysicsComponent = target->GetComponent(); if (!controllablePhysicsComponent) return; controllablePhysicsComponent->AddSpeedboost(m_RunSpeed); Game::entityManager->SerializeEntity(target); if (branch.duration > 0.0f) { context->RegisterTimerBehavior(this, branch); } else if (branch.start > 0) { context->RegisterEndBehavior(this, branch); } } void SpeedBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) { Handle(context, bitStream, branch); } void SpeedBehavior::UnCast(BehaviorContext* context, BehaviorBranchContext branch) { End(context, branch, LWOOBJID_EMPTY); } void SpeedBehavior::Timer(BehaviorContext* context, BehaviorBranchContext branch, LWOOBJID second) { End(context, branch, second); } void SpeedBehavior::End(BehaviorContext* context, BehaviorBranchContext branch, LWOOBJID second) { auto* target = Game::entityManager->GetEntity(branch.target); if (!target) return; auto* controllablePhysicsComponent = target->GetComponent(); if (!controllablePhysicsComponent) return; controllablePhysicsComponent->RemoveSpeedboost(m_RunSpeed); Game::entityManager->SerializeEntity(target); } void SpeedBehavior::Load() { m_RunSpeed = GetFloat("run_speed"); m_AffectsCaster = GetBoolean("affects_caster"); }