mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-15 04:38:21 +00:00
e524b86e12
* breakout the component types into a scoped enum tested that things are the same as they were before * fix missed rename * fix brick-by-brick name to be crafting because that's what it is
106 lines
2.6 KiB
C++
106 lines
2.6 KiB
C++
#include "StunBehavior.h"
|
|
|
|
#include "BaseCombatAIComponent.h"
|
|
#include "BehaviorBranchContext.h"
|
|
#include "BehaviorContext.h"
|
|
#include "EntityManager.h"
|
|
#include "Game.h"
|
|
#include "dLogger.h"
|
|
#include "DestroyableComponent.h"
|
|
#include "eReplicaComponentType.h"
|
|
|
|
|
|
void StunBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, const BehaviorBranchContext branch) {
|
|
if (this->m_stunCaster || branch.target == context->originator) {
|
|
return;
|
|
}
|
|
|
|
bool blocked{};
|
|
if (!bitStream->Read(blocked)) {
|
|
Game::logger->Log("StunBehavior", "Unable to read blocked from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
|
|
return;
|
|
};
|
|
|
|
auto* target = EntityManager::Instance()->GetEntity(branch.target);
|
|
|
|
if (target == nullptr) {
|
|
Game::logger->Log("StunBehavior", "Failed to find target (%llu)!", branch.target);
|
|
|
|
return;
|
|
}
|
|
|
|
/*
|
|
* If our target is an enemy we can go ahead and stun it.
|
|
*/
|
|
|
|
auto* combatAiComponent = static_cast<BaseCombatAIComponent*>(target->GetComponent(eReplicaComponentType::BASE_COMBAT_AI));
|
|
|
|
if (combatAiComponent == nullptr) {
|
|
return;
|
|
}
|
|
|
|
combatAiComponent->Stun(branch.duration);
|
|
}
|
|
|
|
void StunBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, const BehaviorBranchContext branch) {
|
|
if (this->m_stunCaster || branch.target == context->originator) {
|
|
auto* self = EntityManager::Instance()->GetEntity(context->originator);
|
|
|
|
if (self == nullptr) {
|
|
Game::logger->Log("StunBehavior", "Invalid self entity (%llu)!", context->originator);
|
|
|
|
return;
|
|
}
|
|
|
|
/*
|
|
* See if we can stun ourselves
|
|
*/
|
|
|
|
auto* combatAiComponent = static_cast<BaseCombatAIComponent*>(self->GetComponent(eReplicaComponentType::BASE_COMBAT_AI));
|
|
|
|
if (combatAiComponent == nullptr) {
|
|
return;
|
|
}
|
|
|
|
combatAiComponent->Stun(branch.duration);
|
|
|
|
return;
|
|
}
|
|
|
|
bool blocked = false;
|
|
|
|
auto* target = EntityManager::Instance()->GetEntity(branch.target);
|
|
|
|
if (target != nullptr) {
|
|
auto* destroyableComponent = target->GetComponent<DestroyableComponent>();
|
|
|
|
if (destroyableComponent != nullptr) {
|
|
blocked = destroyableComponent->IsKnockbackImmune();
|
|
}
|
|
}
|
|
|
|
bitStream->Write(blocked);
|
|
|
|
if (target == nullptr) {
|
|
Game::logger->Log("StunBehavior", "Failed to find target (%llu)!", branch.target);
|
|
|
|
return;
|
|
}
|
|
|
|
/*
|
|
* If our target is an enemy we can go ahead and stun it.
|
|
*/
|
|
|
|
auto* combatAiComponent = static_cast<BaseCombatAIComponent*>(target->GetComponent(eReplicaComponentType::BASE_COMBAT_AI));
|
|
|
|
if (combatAiComponent == nullptr) {
|
|
return;
|
|
}
|
|
|
|
combatAiComponent->Stun(branch.duration);
|
|
}
|
|
|
|
void StunBehavior::Load() {
|
|
this->m_stunCaster = GetBoolean("stun_caster");
|
|
}
|