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https://github.com/DarkflameUniverse/DarkflameServer.git
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5942182486
* Logger: Rename logger to Logger from dLogger * Logger: Add compile time filename Fix include issues Add writers Add macros Add macro to force compilation * Logger: Replace calls with macros Allows for filename and line number to be logged * Logger: Add comments and remove extra define Logger: Replace with unique_ptr also flush console at exit. regular file writer should be flushed on file close. Logger: Remove constexpr on variable * Logger: Simplify code * Update Logger.cpp
87 lines
2.0 KiB
C++
87 lines
2.0 KiB
C++
#include "InterruptBehavior.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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void InterruptBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
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if (branch.target != context->originator) {
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bool unknown = false;
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if (!bitStream->Read(unknown)) {
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LOG("Unable to read unknown1 from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
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return;
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};
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if (unknown) return;
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}
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if (!this->m_interruptBlock) {
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bool unknown = false;
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if (!bitStream->Read(unknown)) {
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LOG("Unable to read unknown2 from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
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return;
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};
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if (unknown) return;
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}
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if (this->m_target) // Guess...
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{
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bool unknown = false;
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if (!bitStream->Read(unknown)) {
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LOG("Unable to read unknown3 from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
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return;
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};
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}
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if (branch.target == context->originator) return;
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auto* target = Game::entityManager->GetEntity(branch.target);
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if (target == nullptr) return;
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auto* skillComponent = target->GetComponent<SkillComponent>();
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if (skillComponent == nullptr) return;
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skillComponent->Interrupt();
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}
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void InterruptBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
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if (branch.target != context->originator) {
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bitStream->Write(false);
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}
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if (!this->m_interruptBlock) {
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bitStream->Write(false);
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}
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bitStream->Write(false);
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if (branch.target == context->originator) return;
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auto* target = Game::entityManager->GetEntity(branch.target);
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if (target == nullptr) return;
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auto* skillComponent = target->GetComponent<SkillComponent>();
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if (skillComponent == nullptr) return;
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skillComponent->Interrupt();
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}
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void InterruptBehavior::Load() {
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this->m_target = GetBoolean("target");
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this->m_interruptBlock = GetBoolean("interrupt_block");
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}
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