mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
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b261e63233
* chore: Change entity and component logic to use bitstream references * merge
91 lines
3.5 KiB
C++
91 lines
3.5 KiB
C++
#include "ForceMovementBehavior.h"
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#include "BehaviorBranchContext.h"
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#include "BehaviorContext.h"
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#include "ControllablePhysicsComponent.h"
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#include "EntityManager.h"
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#include "Game.h"
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#include "Logger.h"
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void ForceMovementBehavior::Handle(BehaviorContext* context, RakNet::BitStream& bitStream, const BehaviorBranchContext branch) {
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if (this->m_hitAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY && this->m_hitEnemyAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY && this->m_hitFactionAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY) {
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return;
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}
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uint32_t handle{};
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if (!bitStream.Read(handle)) {
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LOG("Unable to read handle from bitStream, aborting Handle! %i", bitStream.GetNumberOfUnreadBits());
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return;
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}
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context->RegisterSyncBehavior(handle, this, branch, this->m_Duration);
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}
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void ForceMovementBehavior::Sync(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) {
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uint32_t next{};
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if (!bitStream.Read(next)) {
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LOG("Unable to read target from bitStream, aborting Sync! %i", bitStream.GetNumberOfUnreadBits());
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return;
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}
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LWOOBJID target{};
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if (!bitStream.Read(target)) {
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LOG("Unable to read target from bitStream, aborting Sync! %i", bitStream.GetNumberOfUnreadBits());
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return;
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}
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branch.target = target;
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auto* behavior = CreateBehavior(next);
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behavior->Handle(context, bitStream, branch);
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}
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void ForceMovementBehavior::Calculate(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) {
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if (this->m_hitAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY && this->m_hitEnemyAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY && this->m_hitFactionAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY) {
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return;
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}
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auto* casterEntity = Game::entityManager->GetEntity(context->caster);
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if (casterEntity != nullptr) {
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auto* controllablePhysicsComponent = casterEntity->GetComponent<ControllablePhysicsComponent>();
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if (controllablePhysicsComponent != nullptr) {
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if (m_Forward == 1) {
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controllablePhysicsComponent->SetVelocity(controllablePhysicsComponent->GetRotation().GetForwardVector() * 25);
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}
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Game::entityManager->SerializeEntity(casterEntity);
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}
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}
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const auto skillHandle = context->GetUniqueSkillId();
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bitStream.Write(skillHandle);
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context->SyncCalculation(skillHandle, this->m_Duration, this, branch);
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}
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void ForceMovementBehavior::Load() {
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this->m_hitAction = GetAction("hit_action");
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this->m_hitEnemyAction = GetAction("hit_action_enemy");
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this->m_hitFactionAction = GetAction("hit_action_faction");
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this->m_Duration = GetFloat("duration");
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this->m_Forward = GetFloat("forward");
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this->m_Left = GetFloat("left");
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this->m_Yaw = GetFloat("yaw");
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}
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void ForceMovementBehavior::SyncCalculation(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) {
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auto* casterEntity = Game::entityManager->GetEntity(context->caster);
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if (casterEntity != nullptr) {
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auto* controllablePhysicsComponent = casterEntity->GetComponent<ControllablePhysicsComponent>();
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if (controllablePhysicsComponent != nullptr) {
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controllablePhysicsComponent->SetPosition(controllablePhysicsComponent->GetPosition() + controllablePhysicsComponent->GetVelocity() * m_Duration);
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controllablePhysicsComponent->SetVelocity({});
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Game::entityManager->SerializeEntity(casterEntity);
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}
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}
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this->m_hitAction->Calculate(context, bitStream, branch);
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this->m_hitEnemyAction->Calculate(context, bitStream, branch);
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this->m_hitFactionAction->Calculate(context, bitStream, branch);
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}
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