mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-22 21:47:24 +00:00
455f9470a5
* Move EntityManager to Game namespace * move initialization to later Need to wait for dZoneManager to be initialized. * Fix bugs - Cannot delete from a RandomAccessIterator while in a range based for loop. Touchup zone manager initialize replace magic numbers with better named constants replace magic zonecontrol id with a more readable hex alternative condense stack variables move initializers closer to their use initialize entity manager with zone control change initialize timings If zone is not zero we expect to initialize the entity manager during zone manager initialization Add constexpr for zone control LOT * Add proper error handling * revert vanity changes * Update WorldServer.cpp * Update dZoneManager.cpp
106 lines
2.6 KiB
C++
106 lines
2.6 KiB
C++
#include "StunBehavior.h"
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#include "BaseCombatAIComponent.h"
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#include "BehaviorBranchContext.h"
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#include "BehaviorContext.h"
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#include "EntityManager.h"
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#include "Game.h"
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#include "dLogger.h"
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#include "DestroyableComponent.h"
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#include "eReplicaComponentType.h"
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void StunBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, const BehaviorBranchContext branch) {
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if (this->m_stunCaster || branch.target == context->originator) {
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return;
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}
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bool blocked{};
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if (!bitStream->Read(blocked)) {
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Game::logger->Log("StunBehavior", "Unable to read blocked from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
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return;
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};
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auto* target = Game::entityManager->GetEntity(branch.target);
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if (target == nullptr) {
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Game::logger->Log("StunBehavior", "Failed to find target (%llu)!", branch.target);
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return;
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}
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/*
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* If our target is an enemy we can go ahead and stun it.
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*/
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auto* combatAiComponent = static_cast<BaseCombatAIComponent*>(target->GetComponent(eReplicaComponentType::BASE_COMBAT_AI));
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if (combatAiComponent == nullptr) {
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return;
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}
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combatAiComponent->Stun(branch.duration);
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}
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void StunBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, const BehaviorBranchContext branch) {
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if (this->m_stunCaster || branch.target == context->originator) {
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auto* self = Game::entityManager->GetEntity(context->originator);
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if (self == nullptr) {
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Game::logger->Log("StunBehavior", "Invalid self entity (%llu)!", context->originator);
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return;
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}
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/*
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* See if we can stun ourselves
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*/
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auto* combatAiComponent = static_cast<BaseCombatAIComponent*>(self->GetComponent(eReplicaComponentType::BASE_COMBAT_AI));
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if (combatAiComponent == nullptr) {
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return;
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}
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combatAiComponent->Stun(branch.duration);
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return;
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}
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bool blocked = false;
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auto* target = Game::entityManager->GetEntity(branch.target);
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if (target != nullptr) {
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auto* destroyableComponent = target->GetComponent<DestroyableComponent>();
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if (destroyableComponent != nullptr) {
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blocked = destroyableComponent->IsKnockbackImmune();
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}
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}
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bitStream->Write(blocked);
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if (target == nullptr) {
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Game::logger->Log("StunBehavior", "Failed to find target (%llu)!", branch.target);
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return;
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}
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/*
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* If our target is an enemy we can go ahead and stun it.
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*/
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auto* combatAiComponent = static_cast<BaseCombatAIComponent*>(target->GetComponent(eReplicaComponentType::BASE_COMBAT_AI));
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if (combatAiComponent == nullptr) {
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return;
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}
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combatAiComponent->Stun(branch.duration);
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}
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void StunBehavior::Load() {
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this->m_stunCaster = GetBoolean("stun_caster");
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}
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