DarkflameServer/dGame/dBehaviors/BehaviorContext.h
David Markowitz 541250176c
Resolve many issues with invisible enemies and End Behavior nodes not firing (#1044)
* Finall fix invisible enemies

* Add garbage collection

* Add comment

* Add constexpr for lagFrames
2023-04-05 08:57:47 -05:00

115 lines
2.3 KiB
C++

#pragma once
#include "RakPeerInterface.h"
#include "dCommonVars.h"
#include "BehaviorBranchContext.h"
#include "GameMessages.h"
#include <vector>
class Behavior;
struct BehaviorSyncEntry
{
uint32_t handle = 0;
float time = 0;
bool ignoreInterrupts = false;
Behavior* behavior = nullptr;
BehaviorBranchContext branchContext;
BehaviorSyncEntry();
};
struct BehaviorTimerEntry
{
float time = 0;
Behavior* behavior = nullptr;
BehaviorBranchContext branchContext;
LWOOBJID second = LWOOBJID_EMPTY;
BehaviorTimerEntry();
};
struct BehaviorEndEntry
{
Behavior* behavior = nullptr;
uint32_t start = 0;
BehaviorBranchContext branchContext;
LWOOBJID second = LWOOBJID_EMPTY;
BehaviorEndEntry();
};
struct BehaviorContext
{
LWOOBJID originator = LWOOBJID_EMPTY;
bool foundTarget = false;
float skillTime = 0;
uint32_t skillID = 0;
uint32_t skillUId = 0;
bool failed = false;
bool clientInitalized = false;
std::vector<BehaviorSyncEntry> syncEntries;
std::vector<BehaviorTimerEntry> timerEntries;
std::vector<BehaviorEndEntry> endEntries;
std::vector<LWOOBJID> scheduledUpdates;
bool unmanaged = false;
LWOOBJID caster = LWOOBJID_EMPTY;
uint32_t GetUniqueSkillId() const;
void UpdatePlayerSyncs(float deltaTime);
void RegisterSyncBehavior(uint32_t syncId, Behavior* behavior, const BehaviorBranchContext& branchContext, const float duration, bool ignoreInterrupts = false);
void RegisterTimerBehavior(Behavior* behavior, const BehaviorBranchContext& branchContext, LWOOBJID second = LWOOBJID_EMPTY);
void RegisterEndBehavior(Behavior* behavior, const BehaviorBranchContext& branchContext, LWOOBJID second = LWOOBJID_EMPTY);
void ScheduleUpdate(LWOOBJID id);
void ExecuteUpdates();
void SyncBehavior(uint32_t syncId, RakNet::BitStream* bitStream);
void Update(float deltaTime);
void SyncCalculation(uint32_t syncId, float time, Behavior* behavior, const BehaviorBranchContext& branch, bool ignoreInterrupts = false);
void InvokeEnd(uint32_t id);
bool CalculateUpdate(float deltaTime);
void Interrupt();
void Reset();
std::vector<LWOOBJID> GetValidTargets(int32_t ignoreFaction = 0, int32_t includeFaction = 0, const bool targetSelf = false, const bool targetEnemy = true, const bool targetFriend = false) const;
explicit BehaviorContext(LWOOBJID originator, bool calculation = false);
~BehaviorContext();
};