DarkflameServer/dGame/dBehaviors/SpeedBehavior.cpp
Aaron Kimbrell 157a05239e
Add speedbase readling and writing to the level prograssion component and impli proper character versions for fixes (#856)
* Add speed base readling and writing
to the level prograssion component
Add retroactive fix to the  world transfer
TODO: see about versioning charxml fixes to make them not run every time

* version all current changes

* cleanup speed behavior
add calculate for future use in scripts
make < 1 speed multiplier possible
tested wormholer and it plays anims correctly

* cap the lower end of the speed multiplier
until the ending the behavior on hit properly works

* address feedback
add emun for character version
make set ignore multipliers consistent in speed behavior
switch case for char version upgrades

* remove the ability to stack speed boosts

* update value on level ups
2022-12-19 13:45:50 -06:00

51 lines
1.6 KiB
C++

#include "SpeedBehavior.h"
#include "ControllablePhysicsComponent.h"
#include "BehaviorContext.h"
#include "BehaviorBranchContext.h"
#include "dLogger.h"
void SpeedBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
if (m_AffectsCaster) branch.target = context->caster;
auto* target = EntityManager::Instance()->GetEntity(branch.target);
if (!target) return;
auto* controllablePhysicsComponent = target->GetComponent<ControllablePhysicsComponent>();
if (!controllablePhysicsComponent) return;
controllablePhysicsComponent->AddSpeedboost(m_RunSpeed);
EntityManager::Instance()->SerializeEntity(target);
if (branch.duration > 0.0f) {
context->RegisterTimerBehavior(this, branch);
} else if (branch.start > 0) {
context->RegisterEndBehavior(this, branch);
}
}
void SpeedBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
Handle(context, bitStream, branch);
}
void SpeedBehavior::End(BehaviorContext* context, BehaviorBranchContext branch, LWOOBJID second) {
auto* target = EntityManager::Instance()->GetEntity(branch.target);
if (!target) return;
auto* controllablePhysicsComponent = target->GetComponent<ControllablePhysicsComponent>();
if (!controllablePhysicsComponent) return;
controllablePhysicsComponent->RemoveSpeedboost(m_RunSpeed);
EntityManager::Instance()->SerializeEntity(target);
}
void SpeedBehavior::Timer(BehaviorContext* context, BehaviorBranchContext branch, LWOOBJID second) {
End(context, branch, second);
}
void SpeedBehavior::Load() {
m_RunSpeed = GetFloat("run_speed");
m_AffectsCaster = GetBoolean("affects_caster");
}