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b261e63233
* chore: Change entity and component logic to use bitstream references * merge
43 lines
1.2 KiB
C++
43 lines
1.2 KiB
C++
#define _USE_MATH_DEFINES
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#include <cmath>
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#include "KnockbackBehavior.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 "GameMessages.h"
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#include "DestroyableComponent.h"
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#include "Game.h"
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#include "Logger.h"
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void KnockbackBehavior::Handle(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) {
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bool unknown{};
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if (!bitStream.Read(unknown)) {
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LOG("Unable to read unknown from bitStream, aborting Handle! %i", bitStream.GetNumberOfUnreadBits());
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return;
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};
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}
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void KnockbackBehavior::Calculate(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) {
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bool blocked = false;
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auto* target = Game::entityManager->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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}
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void KnockbackBehavior::Load() {
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this->m_strength = GetInt("strength");
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this->m_angle = GetInt("angle");
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this->m_relative = GetBoolean("relative");
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this->m_time = GetInt("time_ms");
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}
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