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https://github.com/DarkflameUniverse/DarkflameServer.git
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7671cc6865
* CDClient cleanup and optimization - Use static function to get table name - Remove unused GetName function - Replace above function with a static GetTableName function - Remove verbose comments - Remove verbose initializers - Remove need to specify table name when getting a table by name - Remove unused typedef for mac and linux * Re-add unused table Convert tables to singletons - Convert all CDClient tables to singletons - Move Singleton.h to dCommon - Reduce header clutter in CDClientManager
50 lines
1.5 KiB
C++
50 lines
1.5 KiB
C++
#include "OverTimeBehavior.h"
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#include "BehaviorBranchContext.h"
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#include "BehaviorContext.h"
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#include "Game.h"
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#include "dLogger.h"
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#include "EntityManager.h"
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#include "SkillComponent.h"
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#include "DestroyableComponent.h"
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#include "CDClientDatabase.h"
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#include "CDClientManager.h"
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#include "CDSkillBehaviorTable.h"
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void OverTimeBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
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const auto originator = context->originator;
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auto* entity = EntityManager::Instance()->GetEntity(originator);
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if (entity == nullptr) return;
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for (size_t i = 0; i < m_NumIntervals; i++) {
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entity->AddCallbackTimer((i + 1) * m_Delay, [originator, branch, this]() {
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auto* entity = EntityManager::Instance()->GetEntity(originator);
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if (entity == nullptr) return;
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auto* skillComponent = entity->GetComponent<SkillComponent>();
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if (skillComponent == nullptr) return;
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skillComponent->CalculateBehavior(m_Action, m_ActionBehaviorId, branch.target, true, true);
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});
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}
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}
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void OverTimeBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
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}
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void OverTimeBehavior::Load() {
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m_Action = GetInt("action");
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// Since m_Action is a skillID and not a behavior, get is correlated behaviorID.
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CDSkillBehaviorTable* skillTable = CDClientManager::Instance().GetTable<CDSkillBehaviorTable>();
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m_ActionBehaviorId = skillTable->GetSkillByID(m_Action).behaviorID;
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m_Delay = GetFloat("delay");
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m_NumIntervals = GetInt("num_intervals");
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}
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