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https://github.com/DarkflameUniverse/DarkflameServer.git
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5049f215ba
* use string to access field name * Update DEVGMCommands.cpp * corrected column name * constexpr array include <array> Revert "constexpr array" This reverts commit 1492e8b1773ed5fbbe767c74466ca263178ecdd4. Revert "include <array>" This reverts commit 2b7a67e89ad673d420f496be97f9bc51fd2d5e59. include <array> constexpr array --------- Co-authored-by: jadebenn <jonahbenn@yahoo.com>
61 lines
1.7 KiB
C++
61 lines
1.7 KiB
C++
#include "SwitchMultipleBehavior.h"
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#include <sstream>
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#include "BehaviorBranchContext.h"
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#include "CDActivitiesTable.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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void SwitchMultipleBehavior::Handle(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) {
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float value{};
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if (!bitStream.Read(value)) {
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LOG("Unable to read value from bitStream, aborting Handle! %i", bitStream.GetNumberOfUnreadBits());
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return;
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};
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uint32_t trigger = 0;
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for (unsigned int i = 0; i < this->m_behaviors.size(); i++) {
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const double data = this->m_behaviors.at(i).first;
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trigger = i;
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if (value <= data) break;
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}
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auto* behavior = this->m_behaviors.at(trigger).second;
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behavior->Handle(context, bitStream, branch);
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}
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void SwitchMultipleBehavior::Calculate(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) {
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// TODO
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}
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void SwitchMultipleBehavior::Load() {
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auto query = CDClientDatabase::CreatePreppedStmt(
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"SELECT replace(bP1.parameterID, 'behavior ', '') as key, bP1.value as behavior, "
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"(select bP2.value FROM BehaviorParameter bP2 WHERE bP2.behaviorID = ?1 AND bP2.parameterID LIKE 'value %' "
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"AND replace(bP1.parameterID, 'behavior ', '') = replace(bP2.parameterID, 'value ', '')) as value "
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"FROM BehaviorParameter bP1 WHERE bP1.behaviorID = ?1 AND bP1.parameterID LIKE 'behavior %';");
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query.bind(1, static_cast<int>(this->m_behaviorId));
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auto result = query.execQuery();
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while (!result.eof()) {
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const auto behavior_id = static_cast<uint32_t>(result.getFloatField("behavior"));
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auto* behavior = CreateBehavior(behavior_id);
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auto value = result.getFloatField("value");
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this->m_behaviors.emplace_back(value, behavior);
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result.nextRow();
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}
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}
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