#include "BuffBehavior.h" #include "BehaviorContext.h" #include "BehaviorBranchContext.h" #include "EntityManager.h" #include "Game.h" #include "dLogger.h" #include "DestroyableComponent.h" void BuffBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) { const auto target = branch.target != LWOOBJID_EMPTY ? branch.target : context->originator; auto* entity = Game::entityManager->GetEntity(target); if (entity == nullptr) { Game::logger->Log("BuffBehavior", "Invalid target (%llu)!", target); return; } auto* component = entity->GetComponent(); if (component == nullptr) { Game::logger->Log("BuffBehavior", "Invalid target, no destroyable component (%llu)!", target); return; } component->SetMaxHealth(component->GetMaxHealth() + this->m_health); component->SetMaxArmor(component->GetMaxArmor() + this->m_armor); component->SetMaxImagination(component->GetMaxImagination() + this->m_imagination); Game::entityManager->SerializeEntity(entity); if (!context->unmanaged) { if (branch.duration > 0) { context->RegisterTimerBehavior(this, branch); } else if (branch.start > 0) { context->RegisterEndBehavior(this, branch); } } } void BuffBehavior::UnCast(BehaviorContext* context, BehaviorBranchContext branch) { const auto target = branch.target != LWOOBJID_EMPTY ? branch.target : context->originator; auto* entity = Game::entityManager->GetEntity(target); if (entity == nullptr) { Game::logger->Log("BuffBehavior", "Invalid target (%llu)!", target); return; } auto* component = entity->GetComponent(); if (component == nullptr) { Game::logger->Log("BuffBehavior", "Invalid target, no destroyable component (%llu)!", target); return; } component->SetMaxHealth(component->GetMaxHealth() - this->m_health); component->SetMaxArmor(component->GetMaxArmor() - this->m_armor); component->SetMaxImagination(component->GetMaxImagination() - this->m_imagination); Game::entityManager->SerializeEntity(entity); } void BuffBehavior::Timer(BehaviorContext* context, const BehaviorBranchContext branch, LWOOBJID second) { UnCast(context, branch); } void BuffBehavior::End(BehaviorContext* context, const BehaviorBranchContext branch, LWOOBJID second) { UnCast(context, branch); } void BuffBehavior::Load() { this->m_health = GetInt("life"); this->m_armor = GetInt("armor"); this->m_imagination = GetInt("imag"); }