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102 lines
2.4 KiB
C++
102 lines
2.4 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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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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bitStream->Read(blocked);
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auto* target = EntityManager::Instance()->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(COMPONENT_TYPE_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 = EntityManager::Instance()->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(COMPONENT_TYPE_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 = EntityManager::Instance()->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(COMPONENT_TYPE_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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