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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
49 lines
1.3 KiB
C++
49 lines
1.3 KiB
C++
#include "CarBoostBehavior.h"
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#include "BehaviorBranchContext.h"
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#include "GameMessages.h"
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#include "EntityManager.h"
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#include "BehaviorContext.h"
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#include "CharacterComponent.h"
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#include "Game.h"
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#include "Logger.h"
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#include "PossessableComponent.h"
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void CarBoostBehavior::Handle(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) {
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GameMessages::SendVehicleAddPassiveBoostAction(branch.target, UNASSIGNED_SYSTEM_ADDRESS);
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auto* entity = Game::entityManager->GetEntity(context->originator);
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if (entity == nullptr) {
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return;
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}
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LOG("Activating car boost!");
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auto* possessableComponent = entity->GetComponent<PossessableComponent>();
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if (possessableComponent != nullptr) {
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auto* possessor = Game::entityManager->GetEntity(possessableComponent->GetPossessor());
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if (possessor != nullptr) {
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auto* characterComponent = possessor->GetComponent<CharacterComponent>();
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if (characterComponent != nullptr) {
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LOG("Tracking car boost!");
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characterComponent->UpdatePlayerStatistic(RacingCarBoostsActivated);
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}
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}
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}
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m_Action->Handle(context, bitStream, branch);
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entity->AddCallbackTimer(m_Time, [entity]() {
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GameMessages::SendVehicleRemovePassiveBoostAction(entity->GetObjectID(), UNASSIGNED_SYSTEM_ADDRESS);
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});
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}
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void CarBoostBehavior::Load() {
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m_Action = GetAction("action");
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m_Time = GetFloat("time");
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}
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