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https://github.com/DarkflameUniverse/DarkflameServer.git
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631365b7f7
* update naming for animation flag enum value 0 * Add change idle flags behaviors and GM * default to 0 when none is given
77 lines
2.2 KiB
C++
77 lines
2.2 KiB
C++
#include "SwitchBehavior.h"
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#include "BehaviorBranchContext.h"
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#include "EntityManager.h"
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#include "dLogger.h"
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#include "DestroyableComponent.h"
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#include "BehaviorContext.h"
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#include "BuffComponent.h"
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void SwitchBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, const BehaviorBranchContext branch) {
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auto state = true;
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if (this->m_imagination > 0 || !this->m_isEnemyFaction) {
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if (!bitStream->Read(state)) {
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Game::logger->Log("SwitchBehavior", "Unable to read state from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
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return;
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};
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}
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auto* entity = EntityManager::Instance()->GetEntity(context->originator);
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if (entity == nullptr) {
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return;
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}
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auto* destroyableComponent = entity->GetComponent<DestroyableComponent>();
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if (destroyableComponent == nullptr) {
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return;
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}
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Game::logger->LogDebug("SwitchBehavior", "[%i] State: (%d), imagination: (%i) / (%f)", entity->GetLOT(), state, destroyableComponent->GetImagination(), destroyableComponent->GetMaxImagination());
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if (state || (entity->GetLOT() == 8092 && destroyableComponent->GetImagination() >= m_imagination)) {
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this->m_actionTrue->Handle(context, bitStream, branch);
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} else {
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this->m_actionFalse->Handle(context, bitStream, branch);
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}
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}
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void SwitchBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
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auto state = true;
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if (this->m_imagination > 0 || !this->m_isEnemyFaction) {
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auto* entity = EntityManager::Instance()->GetEntity(branch.target);
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state = entity != nullptr;
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if (state && m_targetHasBuff != 0) {
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auto* buffComponent = entity->GetComponent<BuffComponent>();
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if (buffComponent != nullptr && !buffComponent->HasBuff(m_targetHasBuff)) {
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state = false;
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}
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}
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bitStream->Write(state);
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}
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if (state) {
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this->m_actionTrue->Calculate(context, bitStream, branch);
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} else {
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this->m_actionFalse->Calculate(context, bitStream, branch);
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}
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}
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void SwitchBehavior::Load() {
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this->m_actionTrue = GetAction("action_true");
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this->m_actionFalse = GetAction("action_false");
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this->m_imagination = GetInt("imagination");
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this->m_isEnemyFaction = GetBoolean("isEnemyFaction");
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this->m_targetHasBuff = GetInt("target_has_buff");
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}
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