mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-12-26 23:43:34 +00:00
833ed8a40d
Adds the ability for the buccaneer valiant to spawn a ship that rams enemies and smashes them. Next to a script that triggers the ship skill a few other changes had to be made: - Force movement behavior server side calculation and sync - The ship has no physics volume so the FindValidTargets for behaviors had to be altered to allow ControllablePhysics entities to find entities within their area. The "target_self" AOE flag has been used to replicate the old behavior.
82 lines
3.3 KiB
C++
82 lines
3.3 KiB
C++
#include "ForceMovementBehavior.h"
|
|
#include "BehaviorBranchContext.h"
|
|
#include "BehaviorContext.h"
|
|
#include "ControllablePhysicsComponent.h"
|
|
#include "EntityManager.h"
|
|
|
|
void ForceMovementBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, const BehaviorBranchContext branch) {
|
|
if (this->m_hitAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY && this->m_hitEnemyAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY && this->m_hitFactionAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY) {
|
|
return;
|
|
}
|
|
|
|
uint32_t handle;
|
|
bitStream->Read(handle);
|
|
context->RegisterSyncBehavior(handle, this, branch);
|
|
}
|
|
|
|
void ForceMovementBehavior::Sync(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch)
|
|
{
|
|
uint32_t next;
|
|
bitStream->Read(next);
|
|
|
|
LWOOBJID target;
|
|
bitStream->Read(target);
|
|
|
|
branch.target = target;
|
|
auto* behavior = CreateBehavior(next);
|
|
behavior->Handle(context, bitStream, branch);
|
|
}
|
|
|
|
void ForceMovementBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
|
|
if (this->m_hitAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY && this->m_hitEnemyAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY && this->m_hitFactionAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY) {
|
|
return;
|
|
}
|
|
|
|
auto* casterEntity = EntityManager::Instance()->GetEntity(context->caster);
|
|
if (casterEntity != nullptr) {
|
|
auto* controllablePhysicsComponent = casterEntity->GetComponent<ControllablePhysicsComponent>();
|
|
if (controllablePhysicsComponent != nullptr) {
|
|
|
|
if (m_Forward == 1) {
|
|
controllablePhysicsComponent->SetVelocity(controllablePhysicsComponent->GetRotation().GetForwardVector() * 25);
|
|
}
|
|
|
|
EntityManager::Instance()->SerializeEntity(casterEntity);
|
|
}
|
|
}
|
|
|
|
const auto skillHandle = context->GetUniqueSkillId();
|
|
bitStream->Write(skillHandle);
|
|
|
|
context->SyncCalculation(skillHandle, this->m_Duration, this, branch);
|
|
}
|
|
|
|
void ForceMovementBehavior::Load()
|
|
{
|
|
this->m_hitAction = GetAction("hit_action");
|
|
this->m_hitEnemyAction = GetAction("hit_action_enemy");
|
|
this->m_hitFactionAction = GetAction("hit_action_faction");
|
|
this->m_Duration = GetFloat("duration");
|
|
this->m_Forward = GetFloat("forward");
|
|
this->m_Left = GetFloat("left");
|
|
this->m_Yaw = GetFloat("yaw");
|
|
}
|
|
|
|
void ForceMovementBehavior::SyncCalculation(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
|
|
auto* casterEntity = EntityManager::Instance()->GetEntity(context->caster);
|
|
if (casterEntity != nullptr) {
|
|
auto* controllablePhysicsComponent = casterEntity->GetComponent<ControllablePhysicsComponent>();
|
|
if (controllablePhysicsComponent != nullptr) {
|
|
|
|
controllablePhysicsComponent->SetPosition(controllablePhysicsComponent->GetPosition() + controllablePhysicsComponent->GetVelocity() * m_Duration);
|
|
controllablePhysicsComponent->SetVelocity({});
|
|
|
|
EntityManager::Instance()->SerializeEntity(casterEntity);
|
|
}
|
|
}
|
|
|
|
this->m_hitAction->Calculate(context, bitStream, branch);
|
|
this->m_hitEnemyAction->Calculate(context, bitStream, branch);
|
|
this->m_hitEnemyAction->Calculate(context, bitStream, branch);
|
|
}
|