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dc29f5962d
Tested that worlds still load data as expected. Had no use being a singleton anyways.
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 "Logger.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 = Game::entityManager->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 = Game::entityManager->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::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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