mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
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b261e63233
* chore: Change entity and component logic to use bitstream references * merge
118 lines
3.9 KiB
C++
118 lines
3.9 KiB
C++
#include "ImmunityBehavior.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 "Logger.h"
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#include "DestroyableComponent.h"
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#include "ControllablePhysicsComponent.h"
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#include "eStateChangeType.h"
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void ImmunityBehavior::Handle(BehaviorContext* context, RakNet::BitStream& bitStream, const BehaviorBranchContext branch) {
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auto* target = Game::entityManager->GetEntity(branch.target);
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if (!target) {
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LOG("Failed to find target (%llu)!", branch.target);
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return;
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}
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auto* destroyableComponent = target->GetComponent<DestroyableComponent>();
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if (destroyableComponent) {
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destroyableComponent->SetStatusImmunity(
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eStateChangeType::PUSH,
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this->m_ImmuneToBasicAttack,
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this->m_ImmuneToDamageOverTime,
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this->m_ImmuneToKnockback,
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this->m_ImmuneToInterrupt,
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this->m_ImmuneToSpeed,
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this->m_ImmuneToImaginationGain,
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this->m_ImmuneToImaginationLoss,
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this->m_ImmuneToQuickbuildInterrupt,
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this->m_ImmuneToPullToPoint
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);
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}
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auto* controllablePhysicsComponent = target->GetComponent<ControllablePhysicsComponent>();
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if (controllablePhysicsComponent) {
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controllablePhysicsComponent->SetStunImmunity(
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eStateChangeType::PUSH,
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context->caster,
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this->m_ImmuneToStunAttack,
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this->m_ImmuneToStunEquip,
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this->m_ImmuneToStunInteract,
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this->m_ImmuneToStunJump,
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this->m_ImmuneToStunMove,
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this->m_ImmuneToStunTurn,
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this->m_ImmuneToStunUseItem
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);
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}
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context->RegisterTimerBehavior(this, branch, target->GetObjectID());
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}
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void ImmunityBehavior::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 ImmunityBehavior::Timer(BehaviorContext* context, BehaviorBranchContext branch, const LWOOBJID second) {
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auto* target = Game::entityManager->GetEntity(second);
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if (!target) {
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LOG("Failed to find target (%llu)!", second);
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return;
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}
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auto* destroyableComponent = target->GetComponent<DestroyableComponent>();
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if (destroyableComponent) {
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destroyableComponent->SetStatusImmunity(
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eStateChangeType::POP,
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this->m_ImmuneToBasicAttack,
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this->m_ImmuneToDamageOverTime,
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this->m_ImmuneToKnockback,
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this->m_ImmuneToInterrupt,
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this->m_ImmuneToSpeed,
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this->m_ImmuneToImaginationGain,
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this->m_ImmuneToImaginationLoss,
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this->m_ImmuneToQuickbuildInterrupt,
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this->m_ImmuneToPullToPoint
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);
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}
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auto* controllablePhysicsComponent = target->GetComponent<ControllablePhysicsComponent>();
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if (controllablePhysicsComponent) {
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controllablePhysicsComponent->SetStunImmunity(
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eStateChangeType::POP,
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context->caster,
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this->m_ImmuneToStunAttack,
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this->m_ImmuneToStunEquip,
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this->m_ImmuneToStunInteract,
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this->m_ImmuneToStunJump,
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this->m_ImmuneToStunMove,
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this->m_ImmuneToStunTurn,
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this->m_ImmuneToStunUseItem
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);
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}
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}
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void ImmunityBehavior::Load() {
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//Stun
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this->m_ImmuneToStunAttack = GetBoolean("immune_stun_attack", false);
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this->m_ImmuneToStunEquip = GetBoolean("immune_stun_equip", false);
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this->m_ImmuneToStunInteract = GetBoolean("immune_stun_interact", false);
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this->m_ImmuneToStunMove = GetBoolean("immune_stun_move", false);
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this->m_ImmuneToStunTurn = GetBoolean("immune_stun_rotate", false);
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// Status
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this->m_ImmuneToBasicAttack = GetBoolean("immune_basic_attack", false);
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this->m_ImmuneToDamageOverTime = GetBoolean("immune_damage_over_time", false);
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this->m_ImmuneToKnockback = GetBoolean("immune_knockback", false);
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this->m_ImmuneToInterrupt = GetBoolean("immune_interrupt", false);
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this->m_ImmuneToSpeed = GetBoolean("immune_speed", false);
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this->m_ImmuneToImaginationGain = GetBoolean("immune_imagination_gain", false);
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this->m_ImmuneToImaginationLoss = GetBoolean("immune_imagination_loss", false);
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this->m_ImmuneToQuickbuildInterrupt = GetBoolean("immune_quickbuild_interrupts", false);
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this->m_ImmuneToPullToPoint = GetBoolean("immune_pulltopoint", false);
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}
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