DarkflameServer/dGame/dBehaviors/StunBehavior.cpp
David Markowitz 5942182486
feat: Abstract Logger and simplify code (#1207)
* Logger: Rename logger to Logger from dLogger

* Logger: Add compile time filename

Fix include issues
Add writers
Add macros
Add macro to force compilation

* Logger: Replace calls with macros

Allows for filename and line number to be logged

* Logger: Add comments

and remove extra define

Logger: Replace with unique_ptr

also flush console at exit. regular file writer should be flushed on file close.

Logger: Remove constexpr on variable

* Logger: Simplify code

* Update Logger.cpp
2023-10-21 16:31:55 -07:00

106 lines
2.5 KiB
C++

#include "StunBehavior.h"
#include "BaseCombatAIComponent.h"
#include "BehaviorBranchContext.h"
#include "BehaviorContext.h"
#include "EntityManager.h"
#include "Game.h"
#include "Logger.h"
#include "DestroyableComponent.h"
#include "eReplicaComponentType.h"
void StunBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, const BehaviorBranchContext branch) {
if (this->m_stunCaster || branch.target == context->originator) {
return;
}
bool blocked{};
if (!bitStream->Read(blocked)) {
LOG("Unable to read blocked from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
return;
};
auto* target = Game::entityManager->GetEntity(branch.target);
if (target == nullptr) {
LOG("Failed to find target (%llu)!", branch.target);
return;
}
/*
* If our target is an enemy we can go ahead and stun it.
*/
auto* combatAiComponent = static_cast<BaseCombatAIComponent*>(target->GetComponent(eReplicaComponentType::BASE_COMBAT_AI));
if (combatAiComponent == nullptr) {
return;
}
combatAiComponent->Stun(branch.duration);
}
void StunBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, const BehaviorBranchContext branch) {
if (this->m_stunCaster || branch.target == context->originator) {
auto* self = Game::entityManager->GetEntity(context->originator);
if (self == nullptr) {
LOG("Invalid self entity (%llu)!", context->originator);
return;
}
/*
* See if we can stun ourselves
*/
auto* combatAiComponent = static_cast<BaseCombatAIComponent*>(self->GetComponent(eReplicaComponentType::BASE_COMBAT_AI));
if (combatAiComponent == nullptr) {
return;
}
combatAiComponent->Stun(branch.duration);
return;
}
bool blocked = false;
auto* target = Game::entityManager->GetEntity(branch.target);
if (target != nullptr) {
auto* destroyableComponent = target->GetComponent<DestroyableComponent>();
if (destroyableComponent != nullptr) {
blocked = destroyableComponent->IsKnockbackImmune();
}
}
bitStream->Write(blocked);
if (target == nullptr) {
LOG("Failed to find target (%llu)!", branch.target);
return;
}
/*
* If our target is an enemy we can go ahead and stun it.
*/
auto* combatAiComponent = static_cast<BaseCombatAIComponent*>(target->GetComponent(eReplicaComponentType::BASE_COMBAT_AI));
if (combatAiComponent == nullptr) {
return;
}
combatAiComponent->Stun(branch.duration);
}
void StunBehavior::Load() {
this->m_stunCaster = GetBoolean("stun_caster");
}