DarkflameServer/dGame/dBehaviors/OverTimeBehavior.cpp
2023-07-25 21:29:06 -07:00

51 lines
1.5 KiB
C++

#include "OverTimeBehavior.h"
#include "BehaviorBranchContext.h"
#include "BehaviorContext.h"
#include "Game.h"
#include "dLogger.h"
#include "EntityManager.h"
#include "SkillComponent.h"
#include "DestroyableComponent.h"
#include "CDClientDatabase.h"
#include "CDClientManager.h"
#include "CDSkillBehaviorTable.h"
void OverTimeBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
const auto originator = context->originator;
auto* entity = Game::entityManager->GetEntity(originator);
if (entity == nullptr) return;
for (size_t i = 0; i < m_NumIntervals; i++) {
entity->AddCallbackTimer((i + 1) * m_Delay, [originator, branch, this]() {
auto* entity = Game::entityManager->GetEntity(originator);
if (entity == nullptr) return;
auto* skillComponent = entity->GetComponent<SkillComponent>();
if (skillComponent == nullptr) return;
skillComponent->CalculateBehavior(m_Action, m_ActionBehaviorId, branch.target, true, true);
});
}
}
void OverTimeBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
}
void OverTimeBehavior::Load() {
m_Action = GetInt("action");
// Since m_Action is a skillID and not a behavior, get is correlated behaviorID.
CDSkillBehaviorTable* skillTable = CDClientManager::Instance().GetTable<CDSkillBehaviorTable>();
auto skillData = skillTable->GetSkillByID(m_Action);
if (skillData) m_ActionBehaviorId = skillData->behaviorID;
m_Delay = GetFloat("delay");
m_NumIntervals = GetInt("num_intervals");
}