mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-12-25 23:13:35 +00:00
b261e63233
* chore: Change entity and component logic to use bitstream references * merge
77 lines
2.0 KiB
C++
77 lines
2.0 KiB
C++
#include "SwitchBehavior.h"
|
|
#include "BehaviorBranchContext.h"
|
|
#include "EntityManager.h"
|
|
#include "Logger.h"
|
|
#include "DestroyableComponent.h"
|
|
#include "BehaviorContext.h"
|
|
#include "BuffComponent.h"
|
|
|
|
void SwitchBehavior::Handle(BehaviorContext* context, RakNet::BitStream& bitStream, const BehaviorBranchContext branch) {
|
|
auto state = true;
|
|
|
|
if (this->m_imagination > 0 || !this->m_isEnemyFaction) {
|
|
if (!bitStream.Read(state)) {
|
|
LOG("Unable to read state from bitStream, aborting Handle! %i", bitStream.GetNumberOfUnreadBits());
|
|
return;
|
|
};
|
|
}
|
|
|
|
auto* entity = Game::entityManager->GetEntity(context->originator);
|
|
|
|
if (entity == nullptr) {
|
|
return;
|
|
}
|
|
|
|
auto* destroyableComponent = entity->GetComponent<DestroyableComponent>();
|
|
|
|
if (destroyableComponent == nullptr) {
|
|
return;
|
|
}
|
|
|
|
LOG_DEBUG("[%i] State: (%d), imagination: (%i) / (%f)", entity->GetLOT(), state, destroyableComponent->GetImagination(), destroyableComponent->GetMaxImagination());
|
|
|
|
if (state) {
|
|
this->m_actionTrue->Handle(context, bitStream, branch);
|
|
} else {
|
|
this->m_actionFalse->Handle(context, bitStream, branch);
|
|
}
|
|
}
|
|
|
|
void SwitchBehavior::Calculate(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) {
|
|
auto state = true;
|
|
|
|
if (this->m_imagination > 0 || !this->m_isEnemyFaction) {
|
|
auto* entity = Game::entityManager->GetEntity(branch.target);
|
|
|
|
state = entity != nullptr;
|
|
|
|
if (state && m_targetHasBuff != 0) {
|
|
auto* buffComponent = entity->GetComponent<BuffComponent>();
|
|
|
|
if (buffComponent != nullptr && !buffComponent->HasBuff(m_targetHasBuff)) {
|
|
state = false;
|
|
}
|
|
}
|
|
|
|
bitStream.Write(state);
|
|
}
|
|
|
|
if (state) {
|
|
this->m_actionTrue->Calculate(context, bitStream, branch);
|
|
} else {
|
|
this->m_actionFalse->Calculate(context, bitStream, branch);
|
|
}
|
|
}
|
|
|
|
void SwitchBehavior::Load() {
|
|
this->m_actionTrue = GetAction("action_true");
|
|
|
|
this->m_actionFalse = GetAction("action_false");
|
|
|
|
this->m_imagination = GetInt("imagination");
|
|
|
|
this->m_isEnemyFaction = GetBoolean("isEnemyFaction");
|
|
|
|
this->m_targetHasBuff = GetInt("target_has_buff");
|
|
}
|