Files
DarkflameServer/dGame/dBehaviors/VerifyBehavior.cpp
David Markowitz 855864c536 fix: enemies not interrupting QB's when they do damage
tested that stromlings in AG now correctly interrupt quickbuilds if the player takes damage
2026-06-15 20:03:20 -07:00

62 lines
1.5 KiB
C++

#include "VerifyBehavior.h"
#include "BehaviorBranchContext.h"
#include "EntityManager.h"
#include "NiPoint3.h"
#include "BehaviorContext.h"
#include "Game.h"
#include "Logger.h"
void VerifyBehavior::Calculate(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) {
auto* entity = Game::entityManager->GetEntity(branch.target);
auto success = true;
if (entity == nullptr) {
success = false;
} else if (this->m_rangeCheck) {
auto* self = Game::entityManager->GetEntity(context->originator);
if (self == nullptr) {
LOG("Invalid self for (%llu)", context->originator);
return;
}
const auto distance = Vector3::DistanceSquared(self->GetPosition(), entity->GetPosition());
if (distance > this->m_range) {
success = false;
}
} else if (this->m_blockCheck) {
// TODO
}
if (branch.target != LWOOBJID_EMPTY && branch.target != context->originator) {
bitStream.Write(success);
if (success) {
bitStream.Write<uint32_t>(1);
bitStream.Write0();
bitStream.Write0();
}
}
if (!success) {
branch.target = LWOOBJID_EMPTY;
}
m_action->Calculate(context, bitStream, branch);
}
void VerifyBehavior::Load() {
this->m_rangeCheck = GetBoolean("check_range");
this->m_blockCheck = GetBoolean("check blocking");
this->m_action = GetAction("action");
this->m_range = GetFloat("range");
this->m_range = this->m_range * this->m_range * 0.9f; // Range checks are slightly smaller than the actual range to account for client/server discrepancies
}