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https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-24 14:37:25 +00:00
157a05239e
* Add speed base readling and writing to the level prograssion component Add retroactive fix to the world transfer TODO: see about versioning charxml fixes to make them not run every time * version all current changes * cleanup speed behavior add calculate for future use in scripts make < 1 speed multiplier possible tested wormholer and it plays anims correctly * cap the lower end of the speed multiplier until the ending the behavior on hit properly works * address feedback add emun for character version make set ignore multipliers consistent in speed behavior switch case for char version upgrades * remove the ability to stack speed boosts * update value on level ups
51 lines
1.6 KiB
C++
51 lines
1.6 KiB
C++
#include "SpeedBehavior.h"
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#include "ControllablePhysicsComponent.h"
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#include "BehaviorContext.h"
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#include "BehaviorBranchContext.h"
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#include "dLogger.h"
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void SpeedBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
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if (m_AffectsCaster) branch.target = context->caster;
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auto* target = EntityManager::Instance()->GetEntity(branch.target);
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if (!target) return;
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auto* controllablePhysicsComponent = target->GetComponent<ControllablePhysicsComponent>();
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if (!controllablePhysicsComponent) return;
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controllablePhysicsComponent->AddSpeedboost(m_RunSpeed);
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EntityManager::Instance()->SerializeEntity(target);
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if (branch.duration > 0.0f) {
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context->RegisterTimerBehavior(this, branch);
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} else if (branch.start > 0) {
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context->RegisterEndBehavior(this, branch);
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}
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}
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void SpeedBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
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Handle(context, bitStream, branch);
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}
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void SpeedBehavior::End(BehaviorContext* context, BehaviorBranchContext branch, LWOOBJID second) {
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auto* target = EntityManager::Instance()->GetEntity(branch.target);
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if (!target) return;
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auto* controllablePhysicsComponent = target->GetComponent<ControllablePhysicsComponent>();
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if (!controllablePhysicsComponent) return;
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controllablePhysicsComponent->RemoveSpeedboost(m_RunSpeed);
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EntityManager::Instance()->SerializeEntity(target);
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}
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void SpeedBehavior::Timer(BehaviorContext* context, BehaviorBranchContext branch, LWOOBJID second) {
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End(context, branch, second);
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}
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void SpeedBehavior::Load() {
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m_RunSpeed = GetFloat("run_speed");
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m_AffectsCaster = GetBoolean("affects_caster");
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}
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