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https://github.com/DarkflameUniverse/DarkflameServer.git
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5973430720
Wincent's attempt at making LU into something it isn't supposed to be, an ARPG.
49 lines
1.4 KiB
C++
49 lines
1.4 KiB
C++
#include "RepairBehavior.h"
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#include "BehaviorBranchContext.h"
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#include "DestroyableComponent.h"
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#include "dpWorld.h"
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#include "EntityManager.h"
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#include "dLogger.h"
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#include "Game.h"
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#include "eReplicaComponentType.h"
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#include "LevelProgressionComponent.h"
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void RepairBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bit_stream, const BehaviorBranchContext branch) {
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auto* entity = EntityManager::Instance()->GetEntity(branch.target);
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if (entity == nullptr) {
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Game::logger->Log("RepairBehavior", "Failed to find entity for (%llu)!", branch.target);
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return;
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}
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auto* destroyable = static_cast<DestroyableComponent*>(entity->GetComponent(eReplicaComponentType::DESTROYABLE));
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if (destroyable == nullptr) {
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Game::logger->Log("RepairBehavior", "Failed to find destroyable component for %(llu)!", branch.target);
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return;
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}
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int32_t toApply = this->m_armor * 5;
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auto* levelProgressComponent = entity->GetComponent<LevelProgressionComponent>();
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if (levelProgressComponent != nullptr) {
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toApply *= levelProgressComponent->GetLevel();
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}
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// Apply a standard deviations of 20%
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toApply = static_cast<uint32_t>(toApply * (1.0f + (static_cast<float>(rand() % 40) / 100.0f) - 0.2f));
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destroyable->Repair(toApply);
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}
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void RepairBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bit_stream, const BehaviorBranchContext branch) {
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Handle(context, bit_stream, branch);
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}
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void RepairBehavior::Load() {
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this->m_armor = GetInt("armor");
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}
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