#include "ImmunityBehavior.h" #include "BehaviorBranchContext.h" #include "BehaviorContext.h" #include "EntityManager.h" #include "Game.h" #include "dLogger.h" #include "DestroyableComponent.h" #include "ControllablePhysicsComponent.h" #include "eStateChangeType.h" void ImmunityBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, const BehaviorBranchContext branch) { auto* target = Game::entityManager->GetEntity(branch.target); if (!target) { Game::logger->Log("DamageAbsorptionBehavior", "Failed to find target (%llu)!", branch.target); return; } auto* destroyableComponent = target->GetComponent(); if (destroyableComponent) { destroyableComponent->SetStatusImmunity( eStateChangeType::PUSH, this->m_ImmuneToBasicAttack, this->m_ImmuneToDamageOverTime, this->m_ImmuneToKnockback, this->m_ImmuneToInterrupt, this->m_ImmuneToSpeed, this->m_ImmuneToImaginationGain, this->m_ImmuneToImaginationLoss, this->m_ImmuneToQuickbuildInterrupt, this->m_ImmuneToPullToPoint ); } auto* controllablePhysicsComponent = target->GetComponent(); if (controllablePhysicsComponent) { controllablePhysicsComponent->SetStunImmunity( eStateChangeType::PUSH, context->caster, this->m_ImmuneToStunAttack, this->m_ImmuneToStunEquip, this->m_ImmuneToStunInteract, this->m_ImmuneToStunJump, this->m_ImmuneToStunMove, this->m_ImmuneToStunTurn, this->m_ImmuneToStunUseItem ); } context->RegisterTimerBehavior(this, branch, target->GetObjectID()); } void ImmunityBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) { Handle(context, bitStream, branch); } void ImmunityBehavior::Timer(BehaviorContext* context, BehaviorBranchContext branch, const LWOOBJID second) { auto* target = Game::entityManager->GetEntity(second); if (!target) { Game::logger->Log("DamageAbsorptionBehavior", "Failed to find target (%llu)!", second); return; } auto* destroyableComponent = target->GetComponent(); if (destroyableComponent) { destroyableComponent->SetStatusImmunity( eStateChangeType::POP, this->m_ImmuneToBasicAttack, this->m_ImmuneToDamageOverTime, this->m_ImmuneToKnockback, this->m_ImmuneToInterrupt, this->m_ImmuneToSpeed, this->m_ImmuneToImaginationGain, this->m_ImmuneToImaginationLoss, this->m_ImmuneToQuickbuildInterrupt, this->m_ImmuneToPullToPoint ); } auto* controllablePhysicsComponent = target->GetComponent(); if (controllablePhysicsComponent) { controllablePhysicsComponent->SetStunImmunity( eStateChangeType::POP, context->caster, this->m_ImmuneToStunAttack, this->m_ImmuneToStunEquip, this->m_ImmuneToStunInteract, this->m_ImmuneToStunJump, this->m_ImmuneToStunMove, this->m_ImmuneToStunTurn, this->m_ImmuneToStunUseItem ); } } void ImmunityBehavior::Load() { //Stun this->m_ImmuneToStunAttack = GetBoolean("immune_stun_attack", false); this->m_ImmuneToStunEquip = GetBoolean("immune_stun_equip", false); this->m_ImmuneToStunInteract = GetBoolean("immune_stun_interact", false); this->m_ImmuneToStunMove = GetBoolean("immune_stun_move", false); this->m_ImmuneToStunTurn = GetBoolean("immune_stun_rotate", false); // Status this->m_ImmuneToBasicAttack = GetBoolean("immune_basic_attack", false); this->m_ImmuneToDamageOverTime = GetBoolean("immune_damage_over_time", false); this->m_ImmuneToKnockback = GetBoolean("immune_knockback", false); this->m_ImmuneToInterrupt = GetBoolean("immune_interrupt", false); this->m_ImmuneToSpeed = GetBoolean("immune_speed", false); this->m_ImmuneToImaginationGain = GetBoolean("immune_imagination_gain", false); this->m_ImmuneToImaginationLoss = GetBoolean("immune_imagination_loss", false); this->m_ImmuneToQuickbuildInterrupt = GetBoolean("immune_quickbuild_interrupts", false); this->m_ImmuneToPullToPoint = GetBoolean("immune_pulltopoint", false); }