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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
134 lines
4.3 KiB
C++
134 lines
4.3 KiB
C++
#include "AreaOfEffectBehavior.h"
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#include <vector>
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#include "EntityManager.h"
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#include "Game.h"
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#include "Logger.h"
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#include "BehaviorBranchContext.h"
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#include "BehaviorContext.h"
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#include "RebuildComponent.h"
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#include "DestroyableComponent.h"
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#include "Game.h"
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#include "Logger.h"
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void AreaOfEffectBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
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uint32_t targetCount{};
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if (!bitStream->Read(targetCount)) {
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LOG("Unable to read targetCount from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
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return;
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}
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if (this->m_useTargetPosition && branch.target == LWOOBJID_EMPTY) return;
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if (targetCount == 0){
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PlayFx(u"miss", context->originator);
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return;
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}
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if (targetCount > this->m_maxTargets) {
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LOG("Serialized size is greater than max targets! Size: %i, Max: %i", targetCount, this->m_maxTargets);
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return;
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}
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auto caster = context->caster;
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if (this->m_useTargetAsCaster) context->caster = branch.target;
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std::vector<LWOOBJID> targets;
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targets.reserve(targetCount);
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for (auto i = 0u; i < targetCount; ++i) {
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LWOOBJID target{};
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if (!bitStream->Read(target)) {
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LOG("failed to read in target %i from bitStream, aborting target Handle!", i);
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};
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targets.push_back(target);
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}
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for (auto target : targets) {
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branch.target = target;
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this->m_action->Handle(context, bitStream, branch);
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}
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context->caster = caster;
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PlayFx(u"cast", context->originator);
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}
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void AreaOfEffectBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
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auto* caster = Game::entityManager->GetEntity(context->caster);
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if (!caster) return;
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// determine the position we are casting the AOE from
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auto reference = branch.isProjectile ? branch.referencePosition : caster->GetPosition();
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if (this->m_useTargetPosition) {
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if (branch.target == LWOOBJID_EMPTY) return;
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auto branchTarget = Game::entityManager->GetEntity(branch.target);
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if (branchTarget) reference = branchTarget->GetPosition();
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}
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reference += this->m_offset;
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std::vector<Entity*> targets {};
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targets = Game::entityManager->GetEntitiesByProximity(reference, this->m_radius);
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context->FilterTargets(targets, this->m_ignoreFactionList, this->m_includeFactionList, this->m_targetSelf, this->m_targetEnemy, this->m_targetFriend, this->m_targetTeam);
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// sort by distance
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std::sort(targets.begin(), targets.end(), [reference](Entity* a, Entity* b) {
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const auto aDistance = NiPoint3::Distance(a->GetPosition(), reference);
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const auto bDistance = NiPoint3::Distance(b->GetPosition(), reference);
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return aDistance < bDistance;
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}
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);
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// resize if we have more than max targets allows
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if (targets.size() > this->m_maxTargets) targets.resize(this->m_maxTargets);
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bitStream->Write<uint32_t>(targets.size());
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if (targets.size() == 0) {
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PlayFx(u"miss", context->originator);
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return;
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} else {
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context->foundTarget = true;
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// write all the targets to the bitstream
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for (auto* target : targets) {
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bitStream->Write(target->GetObjectID());
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}
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// then cast all the actions
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for (auto* target : targets) {
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branch.target = target->GetObjectID();
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this->m_action->Calculate(context, bitStream, branch);
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}
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PlayFx(u"cast", context->originator);
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}
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}
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void AreaOfEffectBehavior::Load() {
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this->m_action = GetAction("action"); // required
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this->m_radius = GetFloat("radius", 0.0f); // required
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this->m_maxTargets = GetInt("max targets", 100);
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if (this->m_maxTargets == 0) this->m_maxTargets = 100;
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this->m_useTargetPosition = GetBoolean("use_target_position", false);
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this->m_useTargetAsCaster = GetBoolean("use_target_as_caster", false);
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this->m_offset = NiPoint3(
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GetFloat("offset_x", 0.0f),
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GetFloat("offset_y", 0.0f),
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GetFloat("offset_z", 0.0f)
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);
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// params after this are needed for filter targets
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const auto parameters = GetParameterNames();
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for (const auto& parameter : parameters) {
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if (parameter.first.rfind("include_faction", 0) == 0) {
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this->m_includeFactionList.push_front(parameter.second);
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} else if (parameter.first.rfind("ignore_faction", 0) == 0) {
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this->m_ignoreFactionList.push_front(parameter.second);
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}
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}
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this->m_targetSelf = GetBoolean("target_self", false);
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this->m_targetEnemy = GetBoolean("target_enemy", false);
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this->m_targetFriend = GetBoolean("target_friend", false);
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this->m_targetTeam = GetBoolean("target_team", false);
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}
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