mirror of
https://github.com/DarkflameUniverse/DarkflameServer
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b261e63233
* chore: Change entity and component logic to use bitstream references * merge
40 lines
1.1 KiB
C++
40 lines
1.1 KiB
C++
#include "ChainBehavior.h"
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#include "BehaviorBranchContext.h"
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#include "Game.h"
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#include "Logger.h"
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void ChainBehavior::Handle(BehaviorContext* context, RakNet::BitStream& bitStream, const BehaviorBranchContext branch) {
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uint32_t chainIndex{};
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if (!bitStream.Read(chainIndex)) {
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LOG("Unable to read chainIndex from bitStream, aborting Handle! %i", bitStream.GetNumberOfUnreadBits());
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return;
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}
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chainIndex--;
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if (chainIndex < this->m_behaviors.size()) {
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this->m_behaviors.at(chainIndex)->Handle(context, bitStream, branch);
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} else {
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LOG("chainIndex out of bounds, aborting handle of chain %i bits unread %i", chainIndex, bitStream.GetNumberOfUnreadBits());
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}
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}
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void ChainBehavior::Calculate(BehaviorContext* context, RakNet::BitStream& bitStream, const BehaviorBranchContext branch) {
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bitStream.Write(1);
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this->m_behaviors.at(0)->Calculate(context, bitStream, branch);
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}
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void ChainBehavior::Load() {
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const auto parameters = GetParameterNames();
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for (const auto& parameter : parameters) {
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if (parameter.first.rfind("behavior", 0) == 0) {
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auto* action = GetAction(parameter.second);
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this->m_behaviors.push_back(action);
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}
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}
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}
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