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5942182486
* Logger: Rename logger to Logger from dLogger * Logger: Add compile time filename Fix include issues Add writers Add macros Add macro to force compilation * Logger: Replace calls with macros Allows for filename and line number to be logged * Logger: Add comments and remove extra define Logger: Replace with unique_ptr also flush console at exit. regular file writer should be flushed on file close. Logger: Remove constexpr on variable * Logger: Simplify code * Update Logger.cpp
55 lines
1.7 KiB
C++
55 lines
1.7 KiB
C++
#include "SpeedBehavior.h"
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#include "ControllablePhysicsComponent.h"
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#include "BehaviorContext.h"
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#include "BehaviorBranchContext.h"
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#include "Logger.h"
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void SpeedBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
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if (m_AffectsCaster) branch.target = context->caster;
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auto* target = Game::entityManager->GetEntity(branch.target);
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if (!target) return;
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auto* controllablePhysicsComponent = target->GetComponent<ControllablePhysicsComponent>();
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if (!controllablePhysicsComponent) return;
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controllablePhysicsComponent->AddSpeedboost(m_RunSpeed);
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Game::entityManager->SerializeEntity(target);
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if (branch.duration > 0.0f) {
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context->RegisterTimerBehavior(this, branch);
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} else if (branch.start > 0) {
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context->RegisterEndBehavior(this, branch);
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}
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}
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void SpeedBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
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Handle(context, bitStream, branch);
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}
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void SpeedBehavior::UnCast(BehaviorContext* context, BehaviorBranchContext branch) {
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End(context, branch, LWOOBJID_EMPTY);
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}
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void SpeedBehavior::Timer(BehaviorContext* context, BehaviorBranchContext branch, LWOOBJID second) {
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End(context, branch, second);
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}
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void SpeedBehavior::End(BehaviorContext* context, BehaviorBranchContext branch, LWOOBJID second) {
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auto* target = Game::entityManager->GetEntity(branch.target);
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if (!target) return;
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auto* controllablePhysicsComponent = target->GetComponent<ControllablePhysicsComponent>();
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if (!controllablePhysicsComponent) return;
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controllablePhysicsComponent->RemoveSpeedboost(m_RunSpeed);
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Game::entityManager->SerializeEntity(target);
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}
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void SpeedBehavior::Load() {
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m_RunSpeed = GetFloat("run_speed");
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m_AffectsCaster = GetBoolean("affects_caster");
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}
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