DarkflameServer/dGame/dBehaviors/ChainBehavior.cpp
jadebenn b261e63233
chore: Change entity and component logic to use bitstream references (#1468)
* chore: Change entity and component logic to use bitstream references

* merge
2024-02-27 01:25:44 -06:00

40 lines
1.1 KiB
C++

#include "ChainBehavior.h"
#include "BehaviorBranchContext.h"
#include "Game.h"
#include "Logger.h"
void ChainBehavior::Handle(BehaviorContext* context, RakNet::BitStream& bitStream, const BehaviorBranchContext branch) {
uint32_t chainIndex{};
if (!bitStream.Read(chainIndex)) {
LOG("Unable to read chainIndex from bitStream, aborting Handle! %i", bitStream.GetNumberOfUnreadBits());
return;
}
chainIndex--;
if (chainIndex < this->m_behaviors.size()) {
this->m_behaviors.at(chainIndex)->Handle(context, bitStream, branch);
} else {
LOG("chainIndex out of bounds, aborting handle of chain %i bits unread %i", chainIndex, bitStream.GetNumberOfUnreadBits());
}
}
void ChainBehavior::Calculate(BehaviorContext* context, RakNet::BitStream& bitStream, const BehaviorBranchContext branch) {
bitStream.Write(1);
this->m_behaviors.at(0)->Calculate(context, bitStream, branch);
}
void ChainBehavior::Load() {
const auto parameters = GetParameterNames();
for (const auto& parameter : parameters) {
if (parameter.first.rfind("behavior", 0) == 0) {
auto* action = GetAction(parameter.second);
this->m_behaviors.push_back(action);
}
}
}