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https://github.com/DarkflameUniverse/DarkflameServer.git
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3a4e554da9
was using very old code from pre-foss that has not been updated with the new behavior knowledge. The code has been updated accordingly to what the client expects. Tested that ice shurikens can now destroy the legs of the skeleton towers in crux prime. Tested that the following weapons can still do damage to enemies and objects in the world: surikens of ice serratorizer Super Morning Star Super Dagger elite long barrel blaster (charge and normal) Mosaic Wand
89 lines
2.7 KiB
C++
89 lines
2.7 KiB
C++
#include "SwitchBehavior.h"
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#include "BehaviorBranchContext.h"
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#include "EntityManager.h"
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#include "Logger.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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bool state = true;
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if (m_imagination > 0 || m_targetHasBuff > 0 || m_Distance > -1.0f) {
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if (!bitStream.Read(state)) {
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LOG("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 = Game::entityManager->GetEntity(context->originator);
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if (!entity) return;
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auto* destroyableComponent = entity->GetComponent<DestroyableComponent>();
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if (destroyableComponent) {
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if (m_isEnemyFaction) {
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auto* target = Game::entityManager->GetEntity(branch.target);
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if (target) state = destroyableComponent->IsEnemy(target);
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}
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LOG_DEBUG("[%i] State: (%d), imagination: (%i) / (%f)", entity->GetLOT(), state, destroyableComponent->GetImagination(), destroyableComponent->GetMaxImagination());
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}
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auto* behaviorToCall = state ? m_actionTrue : m_actionFalse;
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behaviorToCall->Handle(context, bitStream, branch);
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}
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void SwitchBehavior::Calculate(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) {
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bool state = true;
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if (m_imagination > 0 || m_targetHasBuff > 0 || m_Distance > -1.0f) {
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auto* entity = Game::entityManager->GetEntity(branch.target);
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state = entity != nullptr;
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if (state) {
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if (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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} else if (m_imagination > 0) {
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auto* destroyableComponent = entity->GetComponent<DestroyableComponent>();
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if (destroyableComponent && destroyableComponent->GetImagination() < m_imagination) {
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state = false;
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}
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} else if (m_Distance > -1.0f) {
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auto* originator = Game::entityManager->GetEntity(context->originator);
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if (originator) {
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const auto distance = (originator->GetPosition() - entity->GetPosition()).Length();
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state = distance <= m_Distance;
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}
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}
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}
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bitStream.Write(state);
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}
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auto* behaviorToCall = state ? m_actionTrue : m_actionFalse;
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behaviorToCall->Calculate(context, bitStream, branch);
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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", -1);
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this->m_Distance = GetFloat("distance", -1.0f);
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}
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