mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-22 13:37:22 +00:00
b261e63233
* chore: Change entity and component logic to use bitstream references * merge
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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