mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-12-23 05:53:34 +00:00
b261e63233
* chore: Change entity and component logic to use bitstream references * merge
444 lines
11 KiB
C++
444 lines
11 KiB
C++
#include "BehaviorContext.h"
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#include "Behavior.h"
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#include "BehaviorBranchContext.h"
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#include "EntityManager.h"
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#include "SkillComponent.h"
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#include "Game.h"
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#include "Logger.h"
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#include "dServer.h"
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#include "BitStreamUtils.h"
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#include <sstream>
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#include "DestroyableComponent.h"
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#include "EchoSyncSkill.h"
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#include "PhantomPhysicsComponent.h"
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#include "QuickBuildComponent.h"
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#include "eReplicaComponentType.h"
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#include "TeamManager.h"
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#include "eConnectionType.h"
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BehaviorSyncEntry::BehaviorSyncEntry() {
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}
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BehaviorTimerEntry::BehaviorTimerEntry() {
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}
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BehaviorEndEntry::BehaviorEndEntry() {
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}
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uint32_t BehaviorContext::GetUniqueSkillId() const {
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auto* entity = Game::entityManager->GetEntity(this->originator);
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if (entity == nullptr) {
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LOG("Invalid entity for (%llu)!", this->originator);
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return 0;
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}
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auto* component = entity->GetComponent<SkillComponent>();
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if (component == nullptr) {
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LOG("No skill component attached to (%llu)!", this->originator);;
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return 0;
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}
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return component->GetUniqueSkillId();
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}
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void BehaviorContext::RegisterSyncBehavior(const uint32_t syncId, Behavior* behavior, const BehaviorBranchContext& branchContext, const float duration, bool ignoreInterrupts) {
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auto entry = BehaviorSyncEntry();
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entry.handle = syncId;
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entry.behavior = behavior;
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entry.branchContext = branchContext;
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entry.branchContext.isSync = true;
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entry.ignoreInterrupts = ignoreInterrupts;
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// Add 10 seconds + duration time to account for lag and give clients time to send their syncs to the server.
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constexpr float lagTime = 10.0f;
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entry.time = lagTime + duration;
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this->syncEntries.push_back(entry);
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}
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void BehaviorContext::RegisterTimerBehavior(Behavior* behavior, const BehaviorBranchContext& branchContext, const LWOOBJID second) {
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BehaviorTimerEntry entry;
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entry.time = branchContext.duration;
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entry.behavior = behavior;
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entry.branchContext = branchContext;
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entry.second = second;
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this->timerEntries.push_back(entry);
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}
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void BehaviorContext::RegisterEndBehavior(Behavior* behavior, const BehaviorBranchContext& branchContext, const LWOOBJID second) {
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BehaviorEndEntry entry;
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entry.behavior = behavior;
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entry.branchContext = branchContext;
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entry.second = second;
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entry.start = branchContext.start;
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this->endEntries.push_back(entry);
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}
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void BehaviorContext::ScheduleUpdate(const LWOOBJID id) {
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if (std::find(this->scheduledUpdates.begin(), this->scheduledUpdates.end(), id) != this->scheduledUpdates.end()) {
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return;
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}
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this->scheduledUpdates.push_back(id);
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}
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void BehaviorContext::ExecuteUpdates() {
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for (const auto& id : this->scheduledUpdates) {
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auto* entity = Game::entityManager->GetEntity(id);
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if (entity == nullptr) continue;
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Game::entityManager->SerializeEntity(entity);
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}
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this->scheduledUpdates.clear();
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}
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void BehaviorContext::SyncBehavior(const uint32_t syncId, RakNet::BitStream& bitStream) {
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BehaviorSyncEntry entry;
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auto found = false;
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/*
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* There may be more than one of each handle
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*/
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for (auto i = 0u; i < this->syncEntries.size(); ++i) {
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const auto syncEntry = this->syncEntries.at(i);
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if (syncEntry.handle == syncId) {
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found = true;
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entry = syncEntry;
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this->syncEntries.erase(this->syncEntries.begin() + i);
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break;
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}
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}
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if (!found) {
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LOG("Failed to find behavior sync entry with sync id (%i)!", syncId);
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return;
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}
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auto* behavior = entry.behavior;
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const auto branch = entry.branchContext;
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if (behavior == nullptr) {
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LOG("Invalid behavior for sync id (%i)!", syncId);
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return;
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}
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behavior->Sync(this, bitStream, branch);
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}
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void BehaviorContext::Update(const float deltaTime) {
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for (auto i = 0u; i < this->timerEntries.size(); ++i) {
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auto entry = this->timerEntries.at(i);
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if (entry.time > 0) {
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entry.time -= deltaTime;
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this->timerEntries[i] = entry;
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}
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if (entry.time > 0) {
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continue;
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}
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entry.behavior->Timer(this, entry.branchContext, entry.second);
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}
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std::vector<BehaviorTimerEntry> valid;
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for (const auto& entry : this->timerEntries) {
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if (entry.time <= 0) {
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continue;
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}
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valid.push_back(entry);
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}
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this->timerEntries = valid;
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}
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void BehaviorContext::SyncCalculation(const uint32_t syncId, const float time, Behavior* behavior, const BehaviorBranchContext& branch, const bool ignoreInterrupts) {
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BehaviorSyncEntry entry;
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entry.behavior = behavior;
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entry.time = time;
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entry.branchContext = branch;
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entry.handle = syncId;
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entry.ignoreInterrupts = ignoreInterrupts;
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this->syncEntries.push_back(entry);
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}
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void BehaviorContext::UpdatePlayerSyncs(float deltaTime) {
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uint32_t i = 0;
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while (i < this->syncEntries.size()) {
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auto& entry = this->syncEntries.at(i);
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entry.time -= deltaTime;
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if (entry.time >= 0.0f) {
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i++;
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continue;
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}
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this->syncEntries.erase(this->syncEntries.begin() + i);
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}
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}
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void BehaviorContext::InvokeEnd(const uint32_t id) {
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std::vector<BehaviorEndEntry> entries;
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for (const auto& entry : this->endEntries) {
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if (entry.start == id) {
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entry.behavior->End(this, entry.branchContext, entry.second);
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continue;
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}
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entries.push_back(entry);
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}
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this->endEntries = entries;
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}
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bool BehaviorContext::CalculateUpdate(const float deltaTime) {
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auto any = false;
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for (auto i = 0u; i < this->syncEntries.size(); ++i) {
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auto entry = this->syncEntries.at(i);
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if (entry.time > 0) {
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entry.time -= deltaTime;
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this->syncEntries[i] = entry;
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}
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if (entry.time > 0) {
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any = true;
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continue;
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}
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// Echo sync
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EchoSyncSkill echo;
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echo.bDone = true;
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echo.uiBehaviorHandle = entry.handle;
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echo.uiSkillHandle = this->skillUId;
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RakNet::BitStream bitStream{};
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// Calculate sync
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entry.behavior->SyncCalculation(this, bitStream, entry.branchContext);
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if (!clientInitalized) {
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echo.sBitStream.assign(reinterpret_cast<char*>(bitStream.GetData()), bitStream.GetNumberOfBytesUsed());
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// Write message
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RakNet::BitStream message;
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BitStreamUtils::WriteHeader(message, eConnectionType::CLIENT, eClientMessageType::GAME_MSG);
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message.Write(this->originator);
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echo.Serialize(message);
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Game::server->Send(message, UNASSIGNED_SYSTEM_ADDRESS, true);
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}
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ExecuteUpdates();
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}
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std::vector<BehaviorSyncEntry> valid;
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for (const auto& entry : this->syncEntries) {
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if (entry.time <= 0) {
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continue;
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}
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valid.push_back(entry);
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}
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this->syncEntries = valid;
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return any;
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}
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void BehaviorContext::Interrupt() {
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std::vector<BehaviorSyncEntry> keptSync{};
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for (const auto& entry : this->syncEntries) {
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if (!entry.ignoreInterrupts) continue;
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keptSync.push_back(entry);
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}
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this->syncEntries = keptSync;
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}
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void BehaviorContext::Reset() {
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for (const auto& entry : this->timerEntries) {
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entry.behavior->Timer(this, entry.branchContext, entry.second);
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}
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for (const auto& entry : this->endEntries) {
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entry.behavior->End(this, entry.branchContext, entry.second);
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}
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this->endEntries.clear();
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this->timerEntries.clear();
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this->syncEntries.clear();
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this->scheduledUpdates.clear();
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}
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void BehaviorContext::FilterTargets(std::vector<Entity*>& targets, std::forward_list<int32_t>& ignoreFactionList, std::forward_list<int32_t>& includeFactionList, bool targetSelf, bool targetEnemy, bool targetFriend, bool targetTeam) const {
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// if we aren't targeting anything, then clear the targets vector
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if (!targetSelf && !targetEnemy && !targetFriend && !targetTeam && ignoreFactionList.empty() && includeFactionList.empty()) {
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targets.clear();
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return;
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}
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// if the caster is not there, return empty targets list
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auto* caster = Game::entityManager->GetEntity(this->caster);
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if (!caster) {
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LOG_DEBUG("Invalid caster for (%llu)!", this->originator);
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targets.clear();
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return;
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}
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auto index = targets.begin();
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while (index != targets.end()) {
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auto candidate = *index;
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// make sure we don't have a nullptr
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if (!candidate) {
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index = targets.erase(index);
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continue;
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}
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// handle targeting the caster
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if (candidate == caster){
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// if we aren't targeting self, erase, otherise increment and continue
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if (!targetSelf) index = targets.erase(index);
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else index++;
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continue;
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}
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// make sure that the entity is targetable
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if (!CheckTargetingRequirements(candidate)) {
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index = targets.erase(index);
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continue;
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}
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// get factions to check against
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// CheckTargetingRequirements checks for a destroyable component
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// but we check again because bounds check are necessary
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auto candidateDestroyableComponent = candidate->GetComponent<DestroyableComponent>();
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if (!candidateDestroyableComponent) {
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index = targets.erase(index);
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continue;
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}
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// if they are dead, then earse and continue
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if (candidateDestroyableComponent->GetIsDead()){
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index = targets.erase(index);
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continue;
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}
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// if their faction is explicitly included, increment and continue
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auto candidateFactions = candidateDestroyableComponent->GetFactionIDs();
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if (CheckFactionList(includeFactionList, candidateFactions)){
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index++;
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continue;
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}
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// check if they are a team member
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if (targetTeam){
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auto* team = TeamManager::Instance()->GetTeam(this->caster);
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if (team){
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// if we find a team member keep it and continue to skip enemy checks
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if(std::find(team->members.begin(), team->members.end(), candidate->GetObjectID()) != team->members.end()){
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index++;
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continue;
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}
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}
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}
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// if the caster doesn't have a destroyable component, return an empty targets list
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auto* casterDestroyableComponent = caster->GetComponent<DestroyableComponent>();
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if (!casterDestroyableComponent) {
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targets.clear();
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return;
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}
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// if we arent targeting a friend, and they are a friend OR
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// if we are not targeting enemies and they are an enemy OR.
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// if we are ignoring their faction is explicitly ignored
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// erase and continue
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auto isEnemy = casterDestroyableComponent->IsEnemy(candidate);
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if ((!targetFriend && !isEnemy) ||
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(!targetEnemy && isEnemy) ||
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CheckFactionList(ignoreFactionList, candidateFactions)) {
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index = targets.erase(index);
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continue;
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}
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index++;
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}
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return;
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}
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// some basic checks as well as the check that matters for this: if the quickbuild is complete
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bool BehaviorContext::CheckTargetingRequirements(const Entity* target) const {
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// if the target is a nullptr, then it's not valid
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if (!target) return false;
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// ignore quickbuilds that aren't completed
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auto* targetQuickbuildComponent = target->GetComponent<QuickBuildComponent>();
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if (targetQuickbuildComponent && targetQuickbuildComponent->GetState() != eQuickBuildState::COMPLETED) return false;
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return true;
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}
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// returns true if any of the object factions are in the faction list
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bool BehaviorContext::CheckFactionList(std::forward_list<int32_t>& factionList, std::vector<int32_t>& objectsFactions) const {
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if (factionList.empty() || objectsFactions.empty()) return false;
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for (auto faction : factionList){
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if(std::find(objectsFactions.begin(), objectsFactions.end(), faction) != objectsFactions.end()) return true;
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}
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return false;
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}
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BehaviorContext::BehaviorContext(const LWOOBJID originator, const bool calculation) {
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this->originator = originator;
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this->syncEntries = {};
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this->timerEntries = {};
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if (calculation) {
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this->skillUId = GetUniqueSkillId();
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} else {
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this->skillUId = 0;
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}
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}
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BehaviorContext::~BehaviorContext() {
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Reset();
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}
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