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https://github.com/DarkflameUniverse/DarkflameServer
synced 2024-08-30 18:43:58 +00:00
Update DarkInspirationBehavior.cpp (#897)
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@ -48,9 +48,8 @@ void AreaOfEffectBehavior::Handle(BehaviorContext* context, RakNet::BitStream* b
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void AreaOfEffectBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
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auto* self = EntityManager::Instance()->GetEntity(context->caster);
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if (self == nullptr) {
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Game::logger->Log("TacArcBehavior", "Invalid self for (%llu)!", context->originator);
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Game::logger->Log("AreaOfEffectBehavior", "Invalid self for (%llu)!", context->originator);
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return;
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}
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@ -79,7 +78,7 @@ void AreaOfEffectBehavior::Calculate(BehaviorContext* context, RakNet::BitStream
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auto* entity = EntityManager::Instance()->GetEntity(validTarget);
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if (entity == nullptr) {
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Game::logger->Log("TacArcBehavior", "Invalid target (%llu) for (%llu)!", validTarget, context->originator);
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Game::logger->Log("AreaOfEffectBehavior", "Invalid target (%llu) for (%llu)!", validTarget, context->originator);
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continue;
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}
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@ -61,6 +61,7 @@
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#include "DamageReductionBehavior.h"
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#include "JetPackBehavior.h"
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#include "ChangeIdleFlagsBehavior.h"
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#include "DarkInspirationBehavior.h"
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//CDClient includes
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#include "CDBehaviorParameterTable.h"
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@ -169,7 +170,9 @@ Behavior* Behavior::CreateBehavior(const uint32_t behaviorId) {
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case BehaviorTemplates::BEHAVIOR_SPEED:
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behavior = new SpeedBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_DARK_INSPIRATION: break;
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case BehaviorTemplates::BEHAVIOR_DARK_INSPIRATION:
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behavior = new DarkInspirationBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_LOOT_BUFF:
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behavior = new LootBuffBehavior(behaviorId);
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break;
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@ -18,6 +18,7 @@ set(DGAME_DBEHAVIORS_SOURCES "AirMovementBehavior.cpp"
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"ClearTargetBehavior.cpp"
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"DamageAbsorptionBehavior.cpp"
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"DamageReductionBehavior.cpp"
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"DarkInspirationBehavior.cpp"
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"DurationBehavior.cpp"
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"EmptyBehavior.cpp"
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"EndBehavior.cpp"
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52
dGame/dBehaviors/DarkInspirationBehavior.cpp
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52
dGame/dBehaviors/DarkInspirationBehavior.cpp
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@ -0,0 +1,52 @@
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#include "DarkInspirationBehavior.h"
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#include "BehaviorBranchContext.h"
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#include "Entity.h"
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#include "DestroyableComponent.h"
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#include "EntityManager.h"
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#include "BehaviorContext.h"
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void DarkInspirationBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, const BehaviorBranchContext branch) {
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auto* target = EntityManager::Instance()->GetEntity(branch.target);
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if (target == nullptr) {
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Game::logger->LogDebug("DarkInspirationBehavior", "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 == nullptr) {
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return;
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}
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if (destroyableComponent->HasFaction(m_FactionList)) {
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this->m_ActionIfFactionMatches->Handle(context, bitStream, branch);
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}
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}
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void DarkInspirationBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
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auto* target = EntityManager::Instance()->GetEntity(branch.target);
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if (target == nullptr) {
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Game::logger->LogDebug("DarkInspirationBehavior", "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 == nullptr) {
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return;
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}
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if (destroyableComponent->HasFaction(m_FactionList)) {
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this->m_ActionIfFactionMatches->Calculate(context, bitStream, branch);
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}
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}
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void DarkInspirationBehavior::Load() {
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this->m_ActionIfFactionMatches = GetAction("action");
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this->m_FactionList = GetInt("faction_list");
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}
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22
dGame/dBehaviors/DarkInspirationBehavior.h
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22
dGame/dBehaviors/DarkInspirationBehavior.h
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@ -0,0 +1,22 @@
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#pragma once
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#include "Behavior.h"
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class DarkInspirationBehavior final : public Behavior
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{
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public:
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/*
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* Inherited
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*/
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explicit DarkInspirationBehavior(const uint32_t behaviorId) : Behavior(behaviorId) {
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}
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void Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) override;
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void Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) override;
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void Load() override;
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private:
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Behavior* m_ActionIfFactionMatches;
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uint32_t m_FactionList;
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};
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@ -694,7 +694,7 @@ void DestroyableComponent::Smash(const LWOOBJID source, const eKillType killType
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auto* inventoryComponent = owner->GetComponent<InventoryComponent>();
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if (inventoryComponent != nullptr && isEnemy) {
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inventoryComponent->TriggerPassiveAbility(PassiveAbilityTrigger::EnemySmashed);
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inventoryComponent->TriggerPassiveAbility(PassiveAbilityTrigger::EnemySmashed, m_Parent);
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}
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auto* missions = owner->GetComponent<MissionComponent>();
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@ -1196,9 +1196,9 @@ void InventoryComponent::RemoveItemSkills(const LOT lot) {
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}
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}
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void InventoryComponent::TriggerPassiveAbility(PassiveAbilityTrigger trigger) {
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void InventoryComponent::TriggerPassiveAbility(PassiveAbilityTrigger trigger, Entity* target) {
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for (auto* set : m_Itemsets) {
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set->TriggerPassiveAbility(trigger);
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set->TriggerPassiveAbility(trigger, target);
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}
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}
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@ -283,7 +283,7 @@ public:
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* Triggers one of the passive abilities from the equipped item set
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* @param trigger the trigger to fire
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*/
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void TriggerPassiveAbility(PassiveAbilityTrigger trigger);
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void TriggerPassiveAbility(PassiveAbilityTrigger trigger, Entity* target = nullptr);
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/**
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* Returns if the entity has any of the passed passive abilities equipped
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@ -180,9 +180,9 @@ void ItemSet::Update(float deltaTime) {
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}
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}
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void ItemSet::TriggerPassiveAbility(PassiveAbilityTrigger trigger) {
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void ItemSet::TriggerPassiveAbility(PassiveAbilityTrigger trigger, Entity* target) {
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for (auto& passiveAbility : m_PassiveAbilities) {
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passiveAbility.Trigger(trigger);
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passiveAbility.Trigger(trigger, target);
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}
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}
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@ -52,7 +52,7 @@ public:
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* Triggers all the passive abilities in this item set that match this trigger
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* @param trigger the trigger to use to trigger passive abilities
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*/
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void TriggerPassiveAbility(PassiveAbilityTrigger trigger);
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void TriggerPassiveAbility(PassiveAbilityTrigger trigger, Entity* target = nullptr);
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/**
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* Returns the skills that can be equipped for a specified amount of equipped items
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@ -16,12 +16,12 @@ ItemSetPassiveAbility::ItemSetPassiveAbility(PassiveAbilityTrigger trigger, Enti
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ItemSetPassiveAbility::~ItemSetPassiveAbility() {
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}
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void ItemSetPassiveAbility::Trigger(PassiveAbilityTrigger trigger) {
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void ItemSetPassiveAbility::Trigger(PassiveAbilityTrigger trigger, Entity* target) {
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if (m_Trigger != trigger || m_Cooldown > 0.0f) {
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return;
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}
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Activate();
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Activate(target);
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}
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void ItemSetPassiveAbility::Update(float deltaTime) {
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@ -30,9 +30,9 @@ void ItemSetPassiveAbility::Update(float deltaTime) {
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}
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}
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void ItemSetPassiveAbility::Activate() {
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void ItemSetPassiveAbility::Activate(Entity* target) {
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if (m_Trigger == PassiveAbilityTrigger::EnemySmashed) {
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OnEnemySmshed();
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OnEnemySmshed(target);
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return;
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}
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@ -195,7 +195,7 @@ std::vector<ItemSetPassiveAbility> ItemSetPassiveAbility::FindAbilities(uint32_t
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return abilities;
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}
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void ItemSetPassiveAbility::OnEnemySmshed() {
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void ItemSetPassiveAbility::OnEnemySmshed(Entity* target) {
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auto* destroyableComponent = m_Parent->GetComponent<DestroyableComponent>();
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auto* skillComponent = m_Parent->GetComponent<SkillComponent>();
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@ -293,8 +293,8 @@ void ItemSetPassiveAbility::OnEnemySmshed() {
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break;
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}
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case ItemSetPassiveAbilityID::ShinobiRank3: {
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if (equippedCount < 4) return;
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destroyableComponent->Imagine(3);
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if (equippedCount < 4 || !target) return;
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skillComponent->CalculateBehavior(695, 11399, target->GetObjectID());
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break;
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}
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@ -30,12 +30,12 @@ public:
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* Attempts to trigger a passive ability for this item set, if this is the wrong trigger this is a no-op
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* @param trigger the trigger to attempt to fire
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*/
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void Trigger(PassiveAbilityTrigger trigger);
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void Trigger(PassiveAbilityTrigger trigger, Entity* target = nullptr);
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/**
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* Activates the passive ability
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*/
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void Activate();
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void Activate(Entity* target = nullptr);
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/**
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* Finds all the passive abilities associated with a certain item set
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@ -47,7 +47,7 @@ public:
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static std::vector<ItemSetPassiveAbility> FindAbilities(uint32_t itemSetID, Entity* parent, ItemSet* itemSet);
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private:
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void OnEnemySmshed();
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void OnEnemySmshed(Entity* target = nullptr);
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/**
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* The means of triggering this ability
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