mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-22 21:47:24 +00:00
a0d51e21ca
* allow usage of NiPoint3 and NiQuaternion in constexpr context * removed .cpp files entirely * moving circular dependency circumvention stuff to an .inl file * real world usage!!!!! * reverting weird branch cross-pollination * removing more weird branch cross-pollination * remove comment * added inverse header guard to inl file * Update NiPoint3.inl * trying different constructor syntax * reorganize into .inl files for readability * uncomment include * moved non-constexpr definitions to cpp file * moved static definitions back to inl files * testing fix * moved constants into seperate namespace * Undo change in build-and-test.yml * nodiscard
164 lines
4.5 KiB
C++
164 lines
4.5 KiB
C++
#include "ProjectileAttackBehavior.h"
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#include "BehaviorBranchContext.h"
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#include "BehaviorContext.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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#include "SkillComponent.h"
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#include "ObjectIDManager.h"
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#include "eObjectBits.h"
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void ProjectileAttackBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
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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 Handle! %i", bitStream->GetNumberOfUnreadBits());
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return;
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};
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auto* entity = Game::entityManager->GetEntity(context->originator);
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if (entity == nullptr) {
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LOG("Failed to find originator (%llu)!", context->originator);
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return;
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}
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auto* skillComponent = entity->GetComponent<SkillComponent>();
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if (skillComponent == nullptr) {
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LOG("Failed to find skill component for (%llu)!", -context->originator);
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return;
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}
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if (m_useMouseposit && !branch.isSync) {
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NiPoint3 targetPosition = NiPoint3Constant::ZERO;
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if (!bitStream->Read(targetPosition)) {
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LOG("Unable to read targetPosition 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* targetEntity = Game::entityManager->GetEntity(target);
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for (auto i = 0u; i < this->m_projectileCount; ++i) {
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LWOOBJID projectileId{};
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if (!bitStream->Read(projectileId)) {
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LOG("Unable to read projectileId from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
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return;
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};
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branch.target = target;
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branch.isProjectile = true;
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branch.referencePosition = targetEntity == nullptr ? entity->GetPosition() : targetEntity->GetPosition();
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skillComponent->RegisterPlayerProjectile(projectileId, context, branch, this->m_lot);
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}
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}
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void ProjectileAttackBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
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bitStream->Write(branch.target);
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auto* entity = Game::entityManager->GetEntity(context->originator);
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if (entity == nullptr) {
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LOG("Failed to find originator (%llu)!", context->originator);
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return;
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}
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auto* skillComponent = entity->GetComponent<SkillComponent>();
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if (skillComponent == nullptr) {
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LOG("Failed to find skill component for (%llu)!", context->originator);
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return;
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}
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auto* other = Game::entityManager->GetEntity(branch.target);
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if (other == nullptr) {
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LOG("Invalid projectile target (%llu)!", branch.target);
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return;
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}
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const auto position = entity->GetPosition() + this->m_offset;
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const auto distance = Vector3::Distance(position, other->GetPosition());
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const auto time = distance / this->m_projectileSpeed;
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const auto rotation = NiQuaternion::LookAtUnlocked(position, other->GetPosition());
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const auto targetPosition = other->GetPosition();
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//entity->SetRotation(rotation);
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const auto angleDelta = this->m_spreadAngle;
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const auto angleStep = angleDelta / this->m_projectileCount;
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auto angle = -angleStep;
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const auto maxTime = this->m_maxDistance / this->m_projectileSpeed;
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for (auto i = 0u; i < this->m_projectileCount; ++i) {
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auto id = static_cast<LWOOBJID>(ObjectIDManager::GenerateObjectID());
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GeneralUtils::SetBit(id, eObjectBits::SPAWNED);
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bitStream->Write(id);
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auto eulerAngles = rotation.GetEulerAngles();
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eulerAngles.y += angle * (3.14 / 180);
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const auto angledRotation = NiQuaternion::FromEulerAngles(eulerAngles);
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const auto direction = angledRotation.GetForwardVector();
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const auto destination = position + direction * distance;
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branch.isProjectile = true;
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branch.referencePosition = destination;
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skillComponent->RegisterCalculatedProjectile(id, context, branch, this->m_lot, maxTime, position, direction * this->m_projectileSpeed, this->m_trackTarget, this->m_trackRadius);
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// No idea how to calculate this properly
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if (this->m_projectileCount == 2) {
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angle += angleDelta;
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} else if (this->m_projectileCount == 3) {
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angle += angleStep;
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}
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}
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}
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void ProjectileAttackBehavior::Load() {
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this->m_lot = GetInt("LOT_ID");
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this->m_projectileCount = GetInt("spread_count");
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if (this->m_projectileCount == 0) {
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this->m_projectileCount = 1;
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}
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this->m_maxDistance = GetFloat("max_distance");
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this->m_projectileSpeed = GetFloat("projectile_speed");
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this->m_spreadAngle = GetFloat("spread_angle");
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this->m_offset = { GetFloat("offset_x"), GetFloat("offset_y"), GetFloat("offset_z") };
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this->m_trackTarget = GetBoolean("track_target");
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this->m_trackRadius = GetFloat("track_radius");
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this->m_useMouseposit = GetBoolean("use_mouseposit");
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this->m_ProjectileType = GetInt("projectile_type");
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}
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