DarkflameServer/dGame/dBehaviors/AreaOfEffectBehavior.cpp
David Markowitz 455f9470a5
Move EntityManager to Game namespace (#1140)
* Move EntityManager to Game namespace

* move initialization to later

Need to wait for dZoneManager to be initialized.

* Fix bugs

- Cannot delete from a RandomAccessIterator while in a range based for loop.

Touchup zone manager initialize

replace magic numbers with better named constants
replace magic zonecontrol id with a more readable hex alternative
condense stack variables
move initializers closer to their use
initialize entity manager with zone control

change initialize timings

If zone is not zero we expect to initialize the entity manager during zone manager initialization

Add constexpr for zone control LOT

* Add proper error handling

* revert vanity changes

* Update WorldServer.cpp

* Update dZoneManager.cpp
2023-07-15 13:56:33 -07:00

154 lines
4.0 KiB
C++

#include "AreaOfEffectBehavior.h"
#include <vector>
#include "EntityManager.h"
#include "Game.h"
#include "dLogger.h"
#include "BehaviorBranchContext.h"
#include "BehaviorContext.h"
#include "RebuildComponent.h"
#include "DestroyableComponent.h"
#include "Game.h"
#include "dLogger.h"
void AreaOfEffectBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
uint32_t targetCount{};
if (!bitStream->Read(targetCount)) {
Game::logger->Log("AreaOfEffectBehavior", "Unable to read targetCount from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
return;
}
if (targetCount > this->m_maxTargets) {
return;
}
std::vector<LWOOBJID> targets;
targets.reserve(targetCount);
for (auto i = 0u; i < targetCount; ++i) {
LWOOBJID target{};
if (!bitStream->Read(target)) {
Game::logger->Log("AreaOfEffectBehavior", "failed to read in target %i from bitStream, aborting target Handle!", i);
return;
};
targets.push_back(target);
}
for (auto target : targets) {
branch.target = target;
this->m_action->Handle(context, bitStream, branch);
}
}
void AreaOfEffectBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
auto* self = Game::entityManager->GetEntity(context->caster);
if (self == nullptr) {
Game::logger->Log("AreaOfEffectBehavior", "Invalid self for (%llu)!", context->originator);
return;
}
auto reference = branch.isProjectile ? branch.referencePosition : self->GetPosition();
std::vector<Entity*> targets;
auto* presetTarget = Game::entityManager->GetEntity(branch.target);
if (presetTarget != nullptr) {
if (this->m_radius * this->m_radius >= Vector3::DistanceSquared(reference, presetTarget->GetPosition())) {
targets.push_back(presetTarget);
}
}
int32_t includeFaction = m_includeFaction;
if (self->GetLOT() == 14466) // TODO: Fix edge case
{
includeFaction = 1;
}
// Gets all of the valid targets, passing in if should target enemies and friends
for (auto validTarget : context->GetValidTargets(m_ignoreFaction, includeFaction, m_TargetSelf == 1, m_targetEnemy == 1, m_targetFriend == 1)) {
auto* entity = Game::entityManager->GetEntity(validTarget);
if (entity == nullptr) {
Game::logger->Log("AreaOfEffectBehavior", "Invalid target (%llu) for (%llu)!", validTarget, context->originator);
continue;
}
if (std::find(targets.begin(), targets.end(), entity) != targets.end()) {
continue;
}
auto* destroyableComponent = entity->GetComponent<DestroyableComponent>();
if (destroyableComponent == nullptr) {
continue;
}
if (destroyableComponent->HasFaction(m_ignoreFaction)) {
continue;
}
const auto distance = Vector3::DistanceSquared(reference, entity->GetPosition());
if (this->m_radius * this->m_radius >= distance && (this->m_maxTargets == 0 || targets.size() < this->m_maxTargets)) {
targets.push_back(entity);
}
}
std::sort(targets.begin(), targets.end(), [reference](Entity* a, Entity* b) {
const auto aDistance = Vector3::DistanceSquared(a->GetPosition(), reference);
const auto bDistance = Vector3::DistanceSquared(b->GetPosition(), reference);
return aDistance > bDistance;
});
const uint32_t size = targets.size();
bitStream->Write(size);
if (size == 0) {
return;
}
context->foundTarget = true;
for (auto* target : targets) {
bitStream->Write(target->GetObjectID());
PlayFx(u"cast", context->originator, target->GetObjectID());
}
for (auto* target : targets) {
branch.target = target->GetObjectID();
this->m_action->Calculate(context, bitStream, branch);
}
}
void AreaOfEffectBehavior::Load() {
this->m_action = GetAction("action");
this->m_radius = GetFloat("radius");
this->m_maxTargets = GetInt("max targets");
this->m_ignoreFaction = GetInt("ignore_faction");
this->m_includeFaction = GetInt("include_faction");
this->m_TargetSelf = GetInt("target_self");
this->m_targetEnemy = GetInt("target_enemy");
this->m_targetFriend = GetInt("target_friend");
}