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0545adfac3
Have fun!
81 lines
2.2 KiB
C++
81 lines
2.2 KiB
C++
#include "OverTimeBehavior.h"
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#include "BehaviorBranchContext.h"
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#include "BehaviorContext.h"
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#include "Game.h"
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#include "dLogger.h"
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#include "EntityManager.h"
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#include "SkillComponent.h"
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#include "DestroyableComponent.h"
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/**
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* The OverTime behavior is very inconsistent in how it appears in the skill tree vs. how it should behave.
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*
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* Items like "Doc in a Box" use an overtime behavior which you would expect have health & armor regen, but is only fallowed by a stun.
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*
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* Due to this inconsistency, we have to implement a special case for some items.
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*/
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void OverTimeBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch)
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{
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const auto originator = context->originator;
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auto* entity = EntityManager::Instance()->GetEntity(originator);
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if (entity == nullptr)
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{
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return;
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}
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for (size_t i = 0; i < m_NumIntervals; i++)
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{
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entity->AddCallbackTimer((i + 1) * m_Delay, [originator, branch, this]() {
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auto* entity = EntityManager::Instance()->GetEntity(originator);
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if (entity == nullptr)
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{
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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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{
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return;
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}
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skillComponent->CalculateBehavior(0, m_Action->m_behaviorId, branch.target, true, true);
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auto* destroyableComponent = entity->GetComponent<DestroyableComponent>();
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if (destroyableComponent == nullptr)
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{
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return;
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}
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/**
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* Special cases for inconsistent behavior.
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*/
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switch (m_behaviorId)
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{
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case 26253: // "Doc in a Box", heal up to 6 health and regen up to 18 armor.
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destroyableComponent->Heal(1);
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destroyableComponent->Repair(3);
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break;
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}
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});
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}
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}
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void OverTimeBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch)
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{
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}
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void OverTimeBehavior::Load()
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{
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m_Action = GetAction("action");
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m_Delay = GetFloat("delay");
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m_NumIntervals = GetInt("num_intervals");
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}
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