DarkflameServer/dGame/dBehaviors/StunBehavior.cpp
2021-12-05 18:54:36 +01:00

114 lines
2.4 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"
void StunBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, const BehaviorBranchContext branch)
{
if (this->m_stunCaster || branch.target == context->originator) {
return;
}
bool blocked;
bitStream->Read(blocked);
auto* target = EntityManager::Instance()->GetEntity(branch.target);
if (target == nullptr)
{
Game::logger->Log("StunBehavior", "Failed to find target (%llu)!\n", branch.target);
return;
}
/*
* If our target is an enemy we can go ahead and stun it.
*/
auto* combatAiComponent = static_cast<BaseCombatAIComponent*>(target->GetComponent(COMPONENT_TYPE_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)!\n", context->originator);
return;
}
/*
* See if we can stun ourselves
*/
auto* combatAiComponent = static_cast<BaseCombatAIComponent*>(self->GetComponent(COMPONENT_TYPE_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)!\n", branch.target);
return;
}
/*
* If our target is an enemy we can go ahead and stun it.
*/
auto* combatAiComponent = static_cast<BaseCombatAIComponent*>(target->GetComponent(COMPONENT_TYPE_BASE_COMBAT_AI));
if (combatAiComponent == nullptr)
{
return;
}
combatAiComponent->Stun(branch.duration);
}
void StunBehavior::Load()
{
this->m_stunCaster = GetBoolean("stun_caster");
}