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https://github.com/DarkflameUniverse/DarkflameServer
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b261e63233
* chore: Change entity and component logic to use bitstream references * merge
52 lines
1.4 KiB
C++
52 lines
1.4 KiB
C++
#include "AirMovementBehavior.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 "Logger.h"
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void AirMovementBehavior::Handle(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) {
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uint32_t handle{};
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if (!bitStream.Read(handle)) {
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LOG("Unable to read handle from bitStream, aborting Handle! %i", bitStream.GetNumberOfUnreadBits());
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return;
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}
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context->RegisterSyncBehavior(handle, this, branch, this->m_Timeout);
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}
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void AirMovementBehavior::Calculate(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) {
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const auto handle = context->GetUniqueSkillId();
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bitStream.Write(handle);
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}
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void AirMovementBehavior::Sync(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) {
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uint32_t behaviorId{};
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if (!bitStream.Read(behaviorId)) {
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LOG("Unable to read behaviorId from bitStream, aborting Sync! %i", bitStream.GetNumberOfUnreadBits());
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return;
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}
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LWOOBJID target{};
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if (!bitStream.Read(target)) {
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LOG("Unable to read target from bitStream, aborting Sync! %i", bitStream.GetNumberOfUnreadBits());
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return;
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}
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auto* behavior = CreateBehavior(behaviorId);
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if (Game::entityManager->GetEntity(target) != nullptr) {
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branch.target = target;
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}
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behavior->Handle(context, bitStream, branch);
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}
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void AirMovementBehavior::Load() {
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this->m_Timeout = (GetFloat("timeout_ms") / 1000.0f);
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}
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