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b261e63233
* chore: Change entity and component logic to use bitstream references * merge
32 lines
1.2 KiB
C++
32 lines
1.2 KiB
C++
#include "ConsumeItemBehavior.h"
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#include "BehaviorContext.h"
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#include "BehaviorBranchContext.h"
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#include "InventoryComponent.h"
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void ConsumeItemBehavior::Handle(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) {
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auto action_to_cast = m_ActionNotConsumed;
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if (this->m_ConsumeLOT != -1) {
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auto caster = Game::entityManager->GetEntity(context->caster);
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if (!caster) return;
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auto inventoryComponent = caster->GetComponent<InventoryComponent>();
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if (!inventoryComponent) return;
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if (inventoryComponent->RemoveItem(this->m_ConsumeLOT, this->m_NumToConsume, eInventoryType::INVALID, false, true)){
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action_to_cast = m_ActionConsumed;
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}
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}
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if(action_to_cast) action_to_cast->Handle(context, bitStream, branch);
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}
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void ConsumeItemBehavior::Sync(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) {
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Handle(context, bitStream, branch);
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}
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void ConsumeItemBehavior::Load() {
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this->m_ConsumeLOT = GetInt("consume_lot", -1);
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this->m_NumToConsume = GetInt("num_to_consume", 1);
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this->m_ActionNotConsumed = GetAction("action_not_consumed");
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this->m_ActionConsumed = GetAction("action_consumed");
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}
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