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https://github.com/DarkflameUniverse/DarkflameServer.git
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0545adfac3
Have fun!
107 lines
2.6 KiB
C++
107 lines
2.6 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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{
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if (m_AffectsCaster)
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{
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branch.target = context->caster;
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}
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auto* target = EntityManager::Instance()->GetEntity(branch.target);
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if (target == nullptr)
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{
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return;
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}
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auto* controllablePhysicsComponent = target->GetComponent<ControllablePhysicsComponent>();
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if (controllablePhysicsComponent == nullptr)
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{
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return;
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}
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const auto current = controllablePhysicsComponent->GetSpeedMultiplier();
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controllablePhysicsComponent->SetSpeedMultiplier(current + ((m_RunSpeed - 500.0f) / 500.0f));
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EntityManager::Instance()->SerializeEntity(target);
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if (branch.duration > 0.0f)
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{
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context->RegisterTimerBehavior(this, branch);
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}
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else if (branch.start > 0)
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{
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controllablePhysicsComponent->SetIgnoreMultipliers(true);
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context->RegisterEndBehavior(this, branch);
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}
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}
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void SpeedBehavior::Timer(BehaviorContext* context, BehaviorBranchContext branch, LWOOBJID second)
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{
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auto* target = EntityManager::Instance()->GetEntity(branch.target);
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if (target == nullptr)
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{
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return;
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}
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auto* controllablePhysicsComponent = target->GetComponent<ControllablePhysicsComponent>();
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if (controllablePhysicsComponent == nullptr)
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{
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return;
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}
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const auto current = controllablePhysicsComponent->GetSpeedMultiplier();
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controllablePhysicsComponent->SetSpeedMultiplier(current - ((m_RunSpeed - 500.0f) / 500.0f));
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EntityManager::Instance()->SerializeEntity(target);
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}
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void SpeedBehavior::End(BehaviorContext* context, BehaviorBranchContext branch, LWOOBJID second)
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{
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auto* target = EntityManager::Instance()->GetEntity(branch.target);
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if (target == nullptr)
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{
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return;
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}
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auto* controllablePhysicsComponent = target->GetComponent<ControllablePhysicsComponent>();
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if (controllablePhysicsComponent == nullptr)
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{
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return;
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}
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const auto current = controllablePhysicsComponent->GetSpeedMultiplier();
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controllablePhysicsComponent->SetIgnoreMultipliers(false);
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controllablePhysicsComponent->SetSpeedMultiplier(current - ((m_RunSpeed - 500.0f) / 500.0f));
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EntityManager::Instance()->SerializeEntity(target);
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}
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void SpeedBehavior::Load()
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{
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m_RunSpeed = GetFloat("run_speed");
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if (m_RunSpeed < 500.0f)
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{
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m_RunSpeed = 500.0f;
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}
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m_AffectsCaster = GetBoolean("affects_caster");
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}
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