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https://github.com/DarkflameUniverse/DarkflameServer
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120 lines
2.6 KiB
C++
120 lines
2.6 KiB
C++
#pragma once
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#include "RakPeerInterface.h"
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#include "dCommonVars.h"
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#include "BehaviorBranchContext.h"
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#include "GameMessages.h"
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#include <vector>
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#include <forward_list>
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class Behavior;
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struct BehaviorSyncEntry
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{
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uint32_t handle = 0;
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float time = 0;
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bool ignoreInterrupts = false;
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Behavior* behavior = nullptr;
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BehaviorBranchContext branchContext;
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BehaviorSyncEntry();
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};
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struct BehaviorTimerEntry
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{
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float time = 0;
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Behavior* behavior = nullptr;
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BehaviorBranchContext branchContext;
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LWOOBJID second = LWOOBJID_EMPTY;
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BehaviorTimerEntry();
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};
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struct BehaviorEndEntry
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{
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Behavior* behavior = nullptr;
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uint32_t start = 0;
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BehaviorBranchContext branchContext;
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LWOOBJID second = LWOOBJID_EMPTY;
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BehaviorEndEntry();
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};
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struct BehaviorContext
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{
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LWOOBJID originator = LWOOBJID_EMPTY;
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bool foundTarget = false;
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float skillTime = 0;
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uint32_t skillID = 0;
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uint32_t skillUId = 0;
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bool failed = false;
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bool clientInitalized = false;
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std::vector<BehaviorSyncEntry> syncEntries;
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std::vector<BehaviorTimerEntry> timerEntries;
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std::vector<BehaviorEndEntry> endEntries;
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std::vector<LWOOBJID> scheduledUpdates;
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bool unmanaged = false;
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LWOOBJID caster = LWOOBJID_EMPTY;
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uint32_t GetUniqueSkillId() const;
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void UpdatePlayerSyncs(float deltaTime);
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void RegisterSyncBehavior(uint32_t syncId, Behavior* behavior, const BehaviorBranchContext& branchContext, const float duration, bool ignoreInterrupts = false);
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void RegisterTimerBehavior(Behavior* behavior, const BehaviorBranchContext& branchContext, LWOOBJID second = LWOOBJID_EMPTY);
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void RegisterEndBehavior(Behavior* behavior, const BehaviorBranchContext& branchContext, LWOOBJID second = LWOOBJID_EMPTY);
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void ScheduleUpdate(LWOOBJID id);
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void ExecuteUpdates();
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bool SyncBehavior(uint32_t syncId, RakNet::BitStream& bitStream);
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void Update(float deltaTime);
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void SyncCalculation(uint32_t syncId, float time, Behavior* behavior, const BehaviorBranchContext& branch, bool ignoreInterrupts = false);
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void InvokeEnd(uint32_t id);
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bool CalculateUpdate(float deltaTime);
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void Interrupt();
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void Reset();
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void FilterTargets(std::vector<Entity*>& targetsReference, std::forward_list<int32_t>& ignoreFaction, std::forward_list<int32_t>& includeFaction, const bool targetSelf = false, const bool targetEnemy = true, const bool targetFriend = false, const bool targetTeam = false) const;
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bool CheckTargetingRequirements(const Entity* target) const;
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bool CheckFactionList(std::forward_list<int32_t>& factionList, std::vector<int32_t>& objectsFactions) const;
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explicit BehaviorContext(LWOOBJID originator, bool calculation = false);
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~BehaviorContext();
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};
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