#include "BlockBehavior.h" #include "BehaviorContext.h" #include "BehaviorBranchContext.h" #include "EntityManager.h" #include "Game.h" #include "dLogger.h" #include "DestroyableComponent.h" void BlockBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) { const auto target = context->originator; auto* entity = EntityManager::Instance()->GetEntity(target); if (entity == nullptr) { Game::logger->Log("DamageAbsorptionBehavior", "Failed to find target (%llu)!", branch.target); return; } auto destroyableComponent = entity->GetComponent(); if (destroyableComponent == nullptr) { return; } destroyableComponent->SetAttacksToBlock(this->m_numAttacksCanBlock); if (branch.start > 0) { context->RegisterEndBehavior(this, branch); } else if (branch.duration > 0) { context->RegisterTimerBehavior(this, branch); } } void BlockBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) { Handle(context, bitStream, branch); } void BlockBehavior::UnCast(BehaviorContext* context, BehaviorBranchContext branch) { const auto target = context->originator; auto* entity = EntityManager::Instance()->GetEntity(target); if (entity == nullptr) { Game::logger->Log("DamageAbsorptionBehavior", "Failed to find target (%llu)!", branch.target); return; } auto destroyableComponent = entity->GetComponent(); destroyableComponent->SetAttacksToBlock(this->m_numAttacksCanBlock); if (destroyableComponent == nullptr) { return; } destroyableComponent->SetAttacksToBlock(0); } void BlockBehavior::Timer(BehaviorContext* context, BehaviorBranchContext branch, LWOOBJID second) { UnCast(context, branch); } void BlockBehavior::End(BehaviorContext* context, BehaviorBranchContext branch, LWOOBJID second) { UnCast(context, branch); } void BlockBehavior::Load() { this->m_numAttacksCanBlock = GetInt("num_attacks_can_block"); }