mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
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455f9470a5
* Move EntityManager to Game namespace * move initialization to later Need to wait for dZoneManager to be initialized. * Fix bugs - Cannot delete from a RandomAccessIterator while in a range based for loop. Touchup zone manager initialize replace magic numbers with better named constants replace magic zonecontrol id with a more readable hex alternative condense stack variables move initializers closer to their use initialize entity manager with zone control change initialize timings If zone is not zero we expect to initialize the entity manager during zone manager initialization Add constexpr for zone control LOT * Add proper error handling * revert vanity changes * Update WorldServer.cpp * Update dZoneManager.cpp
91 lines
3.6 KiB
C++
91 lines
3.6 KiB
C++
#include "ForceMovementBehavior.h"
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#include "BehaviorBranchContext.h"
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#include "BehaviorContext.h"
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#include "ControllablePhysicsComponent.h"
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#include "EntityManager.h"
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#include "Game.h"
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#include "dLogger.h"
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void ForceMovementBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, const BehaviorBranchContext branch) {
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if (this->m_hitAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY && this->m_hitEnemyAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY && this->m_hitFactionAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY) {
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return;
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}
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uint32_t handle{};
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if (!bitStream->Read(handle)) {
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Game::logger->Log("ForceMovementBehavior", "Unable to read handle from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
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return;
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}
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context->RegisterSyncBehavior(handle, this, branch, this->m_Duration);
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}
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void ForceMovementBehavior::Sync(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
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uint32_t next{};
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if (!bitStream->Read(next)) {
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Game::logger->Log("ForceMovementBehavior", "Unable to read target from bitStream, aborting Sync! %i", bitStream->GetNumberOfUnreadBits());
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return;
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}
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LWOOBJID target{};
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if (!bitStream->Read(target)) {
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Game::logger->Log("ForceMovementBehavior", "Unable to read target from bitStream, aborting Sync! %i", bitStream->GetNumberOfUnreadBits());
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return;
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}
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branch.target = target;
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auto* behavior = CreateBehavior(next);
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behavior->Handle(context, bitStream, branch);
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}
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void ForceMovementBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
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if (this->m_hitAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY && this->m_hitEnemyAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY && this->m_hitFactionAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY) {
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return;
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}
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auto* casterEntity = Game::entityManager->GetEntity(context->caster);
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if (casterEntity != nullptr) {
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auto* controllablePhysicsComponent = casterEntity->GetComponent<ControllablePhysicsComponent>();
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if (controllablePhysicsComponent != nullptr) {
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if (m_Forward == 1) {
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controllablePhysicsComponent->SetVelocity(controllablePhysicsComponent->GetRotation().GetForwardVector() * 25);
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}
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Game::entityManager->SerializeEntity(casterEntity);
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}
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}
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const auto skillHandle = context->GetUniqueSkillId();
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bitStream->Write(skillHandle);
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context->SyncCalculation(skillHandle, this->m_Duration, this, branch);
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}
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void ForceMovementBehavior::Load() {
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this->m_hitAction = GetAction("hit_action");
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this->m_hitEnemyAction = GetAction("hit_action_enemy");
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this->m_hitFactionAction = GetAction("hit_action_faction");
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this->m_Duration = GetFloat("duration");
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this->m_Forward = GetFloat("forward");
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this->m_Left = GetFloat("left");
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this->m_Yaw = GetFloat("yaw");
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}
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void ForceMovementBehavior::SyncCalculation(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
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auto* casterEntity = Game::entityManager->GetEntity(context->caster);
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if (casterEntity != nullptr) {
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auto* controllablePhysicsComponent = casterEntity->GetComponent<ControllablePhysicsComponent>();
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if (controllablePhysicsComponent != nullptr) {
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controllablePhysicsComponent->SetPosition(controllablePhysicsComponent->GetPosition() + controllablePhysicsComponent->GetVelocity() * m_Duration);
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controllablePhysicsComponent->SetVelocity({});
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Game::entityManager->SerializeEntity(casterEntity);
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}
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}
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this->m_hitAction->Calculate(context, bitStream, branch);
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this->m_hitEnemyAction->Calculate(context, bitStream, branch);
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this->m_hitFactionAction->Calculate(context, bitStream, branch);
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}
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