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https://github.com/DarkflameUniverse/DarkflameServer.git
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b261e63233
* chore: Change entity and component logic to use bitstream references * merge
85 lines
2.3 KiB
C++
85 lines
2.3 KiB
C++
#include "BuffBehavior.h"
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#include "BehaviorContext.h"
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#include "BehaviorBranchContext.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 "DestroyableComponent.h"
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void BuffBehavior::Handle(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) {
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const auto target = branch.target != LWOOBJID_EMPTY ? branch.target : context->originator;
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auto* entity = Game::entityManager->GetEntity(target);
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if (entity == nullptr) {
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LOG("Invalid target (%llu)!", target);
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return;
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}
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auto* component = entity->GetComponent<DestroyableComponent>();
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if (component == nullptr) {
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LOG("Invalid target, no destroyable component (%llu)!", target);
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return;
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}
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component->SetMaxHealth(component->GetMaxHealth() + this->m_health);
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component->SetMaxArmor(component->GetMaxArmor() + this->m_armor);
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component->SetMaxImagination(component->GetMaxImagination() + this->m_imagination);
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Game::entityManager->SerializeEntity(entity);
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if (!context->unmanaged) {
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if (branch.duration > 0) {
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context->RegisterTimerBehavior(this, branch);
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} else if (branch.start > 0) {
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context->RegisterEndBehavior(this, branch);
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}
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}
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}
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void BuffBehavior::UnCast(BehaviorContext* context, BehaviorBranchContext branch) {
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const auto target = branch.target != LWOOBJID_EMPTY ? branch.target : context->originator;
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auto* entity = Game::entityManager->GetEntity(target);
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if (entity == nullptr) {
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LOG("Invalid target (%llu)!", target);
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return;
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}
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auto* component = entity->GetComponent<DestroyableComponent>();
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if (component == nullptr) {
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LOG("Invalid target, no destroyable component (%llu)!", target);
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return;
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}
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component->SetMaxHealth(component->GetMaxHealth() - this->m_health);
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component->SetMaxArmor(component->GetMaxArmor() - this->m_armor);
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component->SetMaxImagination(component->GetMaxImagination() - this->m_imagination);
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Game::entityManager->SerializeEntity(entity);
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}
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void BuffBehavior::Timer(BehaviorContext* context, const BehaviorBranchContext branch, LWOOBJID second) {
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UnCast(context, branch);
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}
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void BuffBehavior::End(BehaviorContext* context, const BehaviorBranchContext branch, LWOOBJID second) {
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UnCast(context, branch);
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}
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void BuffBehavior::Load() {
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this->m_health = GetInt("life");
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this->m_armor = GetInt("armor");
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this->m_imagination = GetInt("imag");
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}
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