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Fix MovementSwitch Behavior (#927)
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parent
e41ed68447
commit
0e9c0a8917
@ -4,17 +4,17 @@
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#include "dLogger.h"
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void MovementSwitchBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, const BehaviorBranchContext branch) {
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uint32_t movementType{};
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if (!bitStream->Read(movementType)) {
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if (this->m_groundAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY &&
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this->m_jumpAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY &&
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this->m_fallingAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY &&
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this->m_doubleJumpAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY &&
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this->m_airAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY &&
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this->m_jetpackAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY) {
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this->m_jetpackAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY &&
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this->m_movingAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY) {
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return;
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}
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uint32_t movementType{};
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if (!bitStream->Read(movementType)) {
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Game::logger->Log("MovementSwitchBehavior", "Unable to read movementType from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
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return;
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};
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@ -27,33 +27,40 @@ void MovementSwitchBehavior::Handle(BehaviorContext* context, RakNet::BitStream*
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this->m_jumpAction->Handle(context, bitStream, branch);
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break;
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case 3:
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this->m_fallingAction->Handle(context, bitStream, branch);
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this->m_airAction->Handle(context, bitStream, branch);
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break;
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case 4:
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this->m_doubleJumpAction->Handle(context, bitStream, branch);
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break;
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case 5:
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this->m_airAction->Handle(context, bitStream, branch);
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this->m_fallingAction->Handle(context, bitStream, branch);
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break;
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case 6:
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this->m_jetpackAction->Handle(context, bitStream, branch);
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break;
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default:
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Game::logger->Log("MovementSwitchBehavior", "Invalid movement behavior type (%i)!", movementType);
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this->m_groundAction->Handle(context, bitStream, branch);
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break;
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}
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}
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void MovementSwitchBehavior::Load() {
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this->m_airAction = GetAction("air_action");
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this->m_doubleJumpAction = GetAction("double_jump_action");
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this->m_fallingAction = GetAction("falling_action");
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this->m_groundAction = GetAction("ground_action");
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this->m_jetpackAction = GetAction("jetpack_action");
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this->m_jumpAction = GetAction("jump_action");
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Behavior* MovementSwitchBehavior::LoadMovementType(std::string movementType) {
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float actionValue = GetFloat(movementType, -1.0f);
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auto loadedBehavior = GetAction(actionValue != -1.0f ? actionValue : 0.0f);
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if (actionValue == -1.0f && loadedBehavior->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY) {
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loadedBehavior = this->m_groundAction;
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}
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return loadedBehavior;
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}
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void MovementSwitchBehavior::Load() {
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float groundActionValue = GetFloat("ground_action", -1.0f);
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this->m_groundAction = GetAction(groundActionValue != -1.0f ? groundActionValue : 0.0f);
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this->m_airAction = LoadMovementType("air_action");
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this->m_doubleJumpAction = LoadMovementType("double_jump_action");
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this->m_fallingAction = LoadMovementType("falling_action");
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this->m_jetpackAction = LoadMovementType("jetpack_action");
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this->m_jumpAction = LoadMovementType("jump_action");
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this->m_movingAction = LoadMovementType("moving_action");
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}
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@ -3,7 +3,7 @@
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class MovementSwitchBehavior final : public Behavior
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{
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public:
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private:
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/*
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* Members
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*/
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@ -19,6 +19,17 @@ public:
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Behavior* m_jumpAction;
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Behavior* m_movingAction;
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/**
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* @brief Loads a movement type from the database into a behavior
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*
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* @param movementType The movement type to lookup in the database
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* @param behaviorToLoad The Behavior where the result will be stored
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*/
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Behavior* LoadMovementType(std::string movementType);
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public:
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/*
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* Inherited
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*/
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