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0545adfac3
Have fun!
85 lines
1.6 KiB
C++
85 lines
1.6 KiB
C++
#include "InterruptBehavior.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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void InterruptBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch)
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{
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if (branch.target != context->originator)
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{
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bool unknown = false;
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bitStream->Read(unknown);
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if (unknown) return;
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}
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if (!this->m_interruptBlock)
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{
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bool unknown = false;
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bitStream->Read(unknown);
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if (unknown) return;
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}
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if (this->m_target) // Guess...
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{
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bool unknown = false;
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bitStream->Read(unknown);
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}
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if (branch.target == context->originator) return;
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auto* target = EntityManager::Instance()->GetEntity(branch.target);
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if (target == nullptr) return;
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auto* skillComponent = target->GetComponent<SkillComponent>();
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if (skillComponent == nullptr) return;
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skillComponent->Interrupt();
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}
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void InterruptBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch)
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{
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if (branch.target != context->originator)
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{
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bitStream->Write(false);
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}
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if (!this->m_interruptBlock)
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{
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bitStream->Write(false);
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}
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bitStream->Write(false);
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if (branch.target == context->originator) return;
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auto* target = EntityManager::Instance()->GetEntity(branch.target);
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if (target == nullptr) return;
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auto* skillComponent = target->GetComponent<SkillComponent>();
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if (skillComponent == nullptr) return;
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skillComponent->Interrupt();
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}
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void InterruptBehavior::Load()
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{
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this->m_target = GetBoolean("target");
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this->m_interruptBlock = GetBoolean("interrupt_block");
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}
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