DarkflameServer/dGame/dBehaviors/KnockbackBehavior.cpp
jadebenn b261e63233
chore: Change entity and component logic to use bitstream references (#1468)
* chore: Change entity and component logic to use bitstream references

* merge
2024-02-27 01:25:44 -06:00

43 lines
1.2 KiB
C++

#define _USE_MATH_DEFINES
#include <cmath>
#include "KnockbackBehavior.h"
#include "BehaviorBranchContext.h"
#include "BehaviorContext.h"
#include "EntityManager.h"
#include "GameMessages.h"
#include "DestroyableComponent.h"
#include "Game.h"
#include "Logger.h"
void KnockbackBehavior::Handle(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) {
bool unknown{};
if (!bitStream.Read(unknown)) {
LOG("Unable to read unknown from bitStream, aborting Handle! %i", bitStream.GetNumberOfUnreadBits());
return;
};
}
void KnockbackBehavior::Calculate(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) {
bool blocked = false;
auto* target = Game::entityManager->GetEntity(branch.target);
if (target != nullptr) {
auto* destroyableComponent = target->GetComponent<DestroyableComponent>();
if (destroyableComponent != nullptr) {
blocked = destroyableComponent->IsKnockbackImmune();
}
}
bitStream.Write(blocked);
}
void KnockbackBehavior::Load() {
this->m_strength = GetInt("strength");
this->m_angle = GetInt("angle");
this->m_relative = GetBoolean("relative");
this->m_time = GetInt("time_ms");
}