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tested that stromlings in AG now correctly interrupt quickbuilds if the player takes damage
62 lines
1.5 KiB
C++
62 lines
1.5 KiB
C++
#include "VerifyBehavior.h"
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#include "BehaviorBranchContext.h"
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#include "EntityManager.h"
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#include "NiPoint3.h"
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#include "BehaviorContext.h"
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#include "Game.h"
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#include "Logger.h"
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void VerifyBehavior::Calculate(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) {
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auto* entity = Game::entityManager->GetEntity(branch.target);
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auto success = true;
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if (entity == nullptr) {
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success = false;
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} else if (this->m_rangeCheck) {
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auto* self = Game::entityManager->GetEntity(context->originator);
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if (self == nullptr) {
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LOG("Invalid self for (%llu)", context->originator);
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return;
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}
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const auto distance = Vector3::DistanceSquared(self->GetPosition(), entity->GetPosition());
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if (distance > this->m_range) {
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success = false;
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}
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} else if (this->m_blockCheck) {
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// TODO
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}
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if (branch.target != LWOOBJID_EMPTY && branch.target != context->originator) {
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bitStream.Write(success);
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if (success) {
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bitStream.Write<uint32_t>(1);
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bitStream.Write0();
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bitStream.Write0();
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}
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}
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if (!success) {
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branch.target = LWOOBJID_EMPTY;
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}
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m_action->Calculate(context, bitStream, branch);
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}
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void VerifyBehavior::Load() {
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this->m_rangeCheck = GetBoolean("check_range");
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this->m_blockCheck = GetBoolean("check blocking");
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this->m_action = GetAction("action");
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this->m_range = GetFloat("range");
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this->m_range = this->m_range * this->m_range * 0.9f; // Range checks are slightly smaller than the actual range to account for client/server discrepancies
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}
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