mirror of
https://github.com/DarkflameUniverse/DarkflameServer
synced 2024-08-30 18:43:58 +00:00
455f9470a5
* Move EntityManager to Game namespace * move initialization to later Need to wait for dZoneManager to be initialized. * Fix bugs - Cannot delete from a RandomAccessIterator while in a range based for loop. Touchup zone manager initialize replace magic numbers with better named constants replace magic zonecontrol id with a more readable hex alternative condense stack variables move initializers closer to their use initialize entity manager with zone control change initialize timings If zone is not zero we expect to initialize the entity manager during zone manager initialization Add constexpr for zone control LOT * Add proper error handling * revert vanity changes * Update WorldServer.cpp * Update dZoneManager.cpp
164 lines
4.8 KiB
C++
164 lines
4.8 KiB
C++
#include "ProjectileAttackBehavior.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 "SkillComponent.h"
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#include "../dWorldServer/ObjectIDManager.h"
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#include "eObjectBits.h"
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void ProjectileAttackBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
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LWOOBJID target{};
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if (!bitStream->Read(target)) {
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Game::logger->Log("ProjectileAttackBehavior", "Unable to read target from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
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return;
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};
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auto* entity = Game::entityManager->GetEntity(context->originator);
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if (entity == nullptr) {
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Game::logger->Log("ProjectileAttackBehavior", "Failed to find originator (%llu)!", context->originator);
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return;
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}
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auto* skillComponent = entity->GetComponent<SkillComponent>();
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if (skillComponent == nullptr) {
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Game::logger->Log("ProjectileAttackBehavior", "Failed to find skill component for (%llu)!", -context->originator);
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return;
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}
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if (m_useMouseposit && !branch.isSync) {
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NiPoint3 targetPosition = NiPoint3::ZERO;
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if (!bitStream->Read(targetPosition)) {
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Game::logger->Log("ProjectileAttackBehavior", "Unable to read targetPosition from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
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return;
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};
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}
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auto* targetEntity = Game::entityManager->GetEntity(target);
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for (auto i = 0u; i < this->m_projectileCount; ++i) {
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LWOOBJID projectileId{};
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if (!bitStream->Read(projectileId)) {
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Game::logger->Log("ProjectileAttackBehavior", "Unable to read projectileId from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
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return;
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};
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branch.target = target;
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branch.isProjectile = true;
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branch.referencePosition = targetEntity == nullptr ? entity->GetPosition() : targetEntity->GetPosition();
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skillComponent->RegisterPlayerProjectile(projectileId, context, branch, this->m_lot);
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}
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}
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void ProjectileAttackBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
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bitStream->Write(branch.target);
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auto* entity = Game::entityManager->GetEntity(context->originator);
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if (entity == nullptr) {
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Game::logger->Log("ProjectileAttackBehavior", "Failed to find originator (%llu)!", context->originator);
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return;
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}
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auto* skillComponent = entity->GetComponent<SkillComponent>();
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if (skillComponent == nullptr) {
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Game::logger->Log("ProjectileAttackBehavior", "Failed to find skill component for (%llu)!", context->originator);
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return;
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}
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auto* other = Game::entityManager->GetEntity(branch.target);
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if (other == nullptr) {
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Game::logger->Log("ProjectileAttackBehavior", "Invalid projectile target (%llu)!", branch.target);
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return;
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}
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const auto position = entity->GetPosition() + this->m_offset;
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const auto distance = Vector3::Distance(position, other->GetPosition());
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const auto time = distance / this->m_projectileSpeed;
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const auto rotation = NiQuaternion::LookAtUnlocked(position, other->GetPosition());
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const auto targetPosition = other->GetPosition();
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//entity->SetRotation(rotation);
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const auto angleDelta = this->m_spreadAngle;
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const auto angleStep = angleDelta / this->m_projectileCount;
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auto angle = -angleStep;
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const auto maxTime = this->m_maxDistance / this->m_projectileSpeed;
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for (auto i = 0u; i < this->m_projectileCount; ++i) {
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auto id = static_cast<LWOOBJID>(ObjectIDManager::Instance()->GenerateObjectID());
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GeneralUtils::SetBit(id, eObjectBits::SPAWNED);
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bitStream->Write(id);
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auto eulerAngles = rotation.GetEulerAngles();
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eulerAngles.y += angle * (3.14 / 180);
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const auto angledRotation = NiQuaternion::FromEulerAngles(eulerAngles);
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const auto direction = angledRotation.GetForwardVector();
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const auto destination = position + direction * distance;
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branch.isProjectile = true;
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branch.referencePosition = destination;
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skillComponent->RegisterCalculatedProjectile(id, context, branch, this->m_lot, maxTime, position, direction * this->m_projectileSpeed, this->m_trackTarget, this->m_trackRadius);
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// No idea how to calculate this properly
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if (this->m_projectileCount == 2) {
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angle += angleDelta;
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} else if (this->m_projectileCount == 3) {
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angle += angleStep;
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}
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}
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}
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void ProjectileAttackBehavior::Load() {
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this->m_lot = GetInt("LOT_ID");
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this->m_projectileCount = GetInt("spread_count");
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if (this->m_projectileCount == 0) {
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this->m_projectileCount = 1;
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}
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this->m_maxDistance = GetFloat("max_distance");
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this->m_projectileSpeed = GetFloat("projectile_speed");
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this->m_spreadAngle = GetFloat("spread_angle");
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this->m_offset = { GetFloat("offset_x"), GetFloat("offset_y"), GetFloat("offset_z") };
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this->m_trackTarget = GetBoolean("track_target");
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this->m_trackRadius = GetFloat("track_radius");
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this->m_useMouseposit = GetBoolean("use_mouseposit");
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this->m_ProjectileType = GetInt("projectile_type");
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}
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