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cdc9dda3c4
* Visiblity and effect records * Recorder will catch effects from behaviors * Documentation for setting up a scene to play automatically. * Documentation for server-side preconditions.
61 lines
1.8 KiB
C++
61 lines
1.8 KiB
C++
#include "AttackDelayBehavior.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 "Recorder.h"
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void AttackDelayBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, const BehaviorBranchContext branch) {
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uint32_t handle{};
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if (!bitStream->Read(handle)) {
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LOG("Unable to read handle from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
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return;
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};
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Cinema::Recording::Recorder::RegisterEffectForActor(context->originator, this->m_effectId);
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for (auto i = 0u; i < this->m_numIntervals; ++i) {
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context->RegisterSyncBehavior(handle, this, branch, this->m_delay * i, m_ignoreInterrupts);
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}
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}
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void AttackDelayBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, const BehaviorBranchContext branch) {
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const auto handle = context->GetUniqueSkillId();
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bitStream->Write(handle);
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context->foundTarget = true;
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for (auto i = 0u; i < this->m_numIntervals; ++i) {
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const auto multiple = static_cast<float>(i + 1);
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context->SyncCalculation(handle, this->m_delay * multiple, this, branch, m_ignoreInterrupts);
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}
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}
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void AttackDelayBehavior::Sync(BehaviorContext* context, RakNet::BitStream* bitStream, const BehaviorBranchContext branch) {
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this->m_action->Handle(context, bitStream, branch);
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}
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void AttackDelayBehavior::SyncCalculation(BehaviorContext* context, RakNet::BitStream* bitStream, const BehaviorBranchContext branch) {
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PlayFx(u"cast", context->originator);
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this->m_action->Calculate(context, bitStream, branch);
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}
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void AttackDelayBehavior::Load() {
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this->m_numIntervals = GetInt("num_intervals");
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this->m_action = GetAction("action");
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this->m_delay = GetFloat("delay");
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this->m_ignoreInterrupts = GetBoolean("ignore_interrupts");
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if (this->m_numIntervals == 0) {
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this->m_numIntervals = 1;
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}
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}
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