mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
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b261e63233
* chore: Change entity and component logic to use bitstream references * merge
67 lines
2.4 KiB
C++
67 lines
2.4 KiB
C++
#include "MovementSwitchBehavior.h"
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#include "BehaviorBranchContext.h"
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#include "Game.h"
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#include "Logger.h"
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void MovementSwitchBehavior::Handle(BehaviorContext* context, RakNet::BitStream& bitStream, const BehaviorBranchContext branch) {
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uint32_t movementType{};
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if (!bitStream.Read(movementType)) {
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if (this->m_groundAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY &&
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this->m_jumpAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY &&
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this->m_fallingAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY &&
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this->m_doubleJumpAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY &&
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this->m_airAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY &&
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this->m_jetpackAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY &&
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this->m_movingAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY) {
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return;
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}
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LOG("Unable to read movementType from bitStream, aborting Handle! %i", bitStream.GetNumberOfUnreadBits());
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return;
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};
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switch (movementType) {
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case 1:
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this->m_groundAction->Handle(context, bitStream, branch);
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break;
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case 2:
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this->m_jumpAction->Handle(context, bitStream, branch);
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break;
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case 3:
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this->m_airAction->Handle(context, bitStream, branch);
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break;
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case 4:
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this->m_doubleJumpAction->Handle(context, bitStream, branch);
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break;
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case 5:
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this->m_fallingAction->Handle(context, bitStream, branch);
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break;
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case 6:
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this->m_jetpackAction->Handle(context, bitStream, branch);
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break;
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default:
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this->m_groundAction->Handle(context, bitStream, branch);
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break;
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}
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}
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Behavior* MovementSwitchBehavior::LoadMovementType(std::string movementType) {
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float actionValue = GetFloat(movementType, -1.0f);
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auto loadedBehavior = GetAction(actionValue != -1.0f ? actionValue : 0.0f);
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if (actionValue == -1.0f && loadedBehavior->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY) {
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loadedBehavior = this->m_groundAction;
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}
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return loadedBehavior;
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}
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void MovementSwitchBehavior::Load() {
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float groundActionValue = GetFloat("ground_action", -1.0f);
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this->m_groundAction = GetAction(groundActionValue != -1.0f ? groundActionValue : 0.0f);
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this->m_airAction = LoadMovementType("air_action");
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this->m_doubleJumpAction = LoadMovementType("double_jump_action");
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this->m_fallingAction = LoadMovementType("falling_action");
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this->m_jetpackAction = LoadMovementType("jetpack_action");
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this->m_jumpAction = LoadMovementType("jump_action");
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this->m_movingAction = LoadMovementType("moving_action");
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}
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