#include "AreaOfEffectBehavior.h" #include #include "EntityManager.h" #include "Game.h" #include "dLogger.h" #include "BehaviorBranchContext.h" #include "BehaviorContext.h" #include "RebuildComponent.h" #include "DestroyableComponent.h" #include "Game.h" #include "dLogger.h" void AreaOfEffectBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) { uint32_t targetCount{}; if (!bitStream->Read(targetCount)) { Game::logger->Log("AreaOfEffectBehavior", "Unable to read targetCount from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits()); return; } if (this->m_useTargetPosition && branch.target == LWOOBJID_EMPTY) return; if (targetCount == 0){ PlayFx(u"miss", context->originator); return; } if (targetCount > this->m_maxTargets) { Game::logger->Log("AreaOfEffectBehavior", "Serialized size is greater than max targets! Size: %i, Max: %i", targetCount, this->m_maxTargets); return; } auto caster = context->caster; if (this->m_useTargetAsCaster) context->caster = branch.target; std::vector targets; targets.reserve(targetCount); for (auto i = 0u; i < targetCount; ++i) { LWOOBJID target{}; if (!bitStream->Read(target)) { Game::logger->Log("AreaOfEffectBehavior", "failed to read in target %i from bitStream, aborting target Handle!", i); }; targets.push_back(target); } for (auto target : targets) { branch.target = target; this->m_action->Handle(context, bitStream, branch); } context->caster = caster; PlayFx(u"cast", context->originator); } void AreaOfEffectBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) { auto* caster = Game::entityManager->GetEntity(context->caster); if (!caster) return; // determine the position we are casting the AOE from auto reference = branch.isProjectile ? branch.referencePosition : caster->GetPosition(); if (this->m_useTargetPosition) { if (branch.target == LWOOBJID_EMPTY) return; auto branchTarget = Game::entityManager->GetEntity(branch.target); if (branchTarget) reference = branchTarget->GetPosition(); } reference += this->m_offset; std::vector targets {}; targets = Game::entityManager->GetEntitiesByProximity(reference, this->m_radius); context->FilterTargets(targets, this->m_ignoreFactionList, this->m_includeFactionList, this->m_targetSelf, this->m_targetEnemy, this->m_targetFriend, this->m_targetTeam); // sort by distance std::sort(targets.begin(), targets.end(), [reference](Entity* a, Entity* b) { const auto aDistance = NiPoint3::Distance(a->GetPosition(), reference); const auto bDistance = NiPoint3::Distance(b->GetPosition(), reference); return aDistance < bDistance; } ); // resize if we have more than max targets allows if (targets.size() > this->m_maxTargets) targets.resize(this->m_maxTargets); bitStream->Write(targets.size()); if (targets.size() == 0) { PlayFx(u"miss", context->originator); return; } else { context->foundTarget = true; // write all the targets to the bitstream for (auto* target : targets) { bitStream->Write(target->GetObjectID()); } // then cast all the actions for (auto* target : targets) { branch.target = target->GetObjectID(); this->m_action->Calculate(context, bitStream, branch); } PlayFx(u"cast", context->originator); } } void AreaOfEffectBehavior::Load() { this->m_action = GetAction("action"); // required this->m_radius = GetFloat("radius", 0.0f); // required this->m_maxTargets = GetInt("max targets", 100); if (this->m_maxTargets == 0) this->m_maxTargets = 100; this->m_useTargetPosition = GetBoolean("use_target_position", false); this->m_useTargetAsCaster = GetBoolean("use_target_as_caster", false); this->m_offset = NiPoint3( GetFloat("offset_x", 0.0f), GetFloat("offset_y", 0.0f), GetFloat("offset_z", 0.0f) ); // params after this are needed for filter targets const auto parameters = GetParameterNames(); for (const auto& parameter : parameters) { if (parameter.first.rfind("include_faction", 0) == 0) { this->m_includeFactionList.push_front(parameter.second); } else if (parameter.first.rfind("ignore_faction", 0) == 0) { this->m_ignoreFactionList.push_front(parameter.second); } } this->m_targetSelf = GetBoolean("target_self", false); this->m_targetEnemy = GetBoolean("target_enemy", false); this->m_targetFriend = GetBoolean("target_friend", false); this->m_targetTeam = GetBoolean("target_team", false); }