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7 Commits

Author SHA1 Message Date
0e7be44ab6 simplify and address feedback 2023-05-11 10:04:05 -05:00
37f60d9177 Make it more robust like speedboost
add check for default
Fix error in GetActiveSpeedboosts
2023-05-10 20:03:02 -05:00
7d3f538456 Fixup 2023-05-10 19:41:29 -05:00
565b23227e Merge branch 'main' into FallSpeedBehavior 2023-05-10 11:45:57 -05:00
bf0ae6f181 fix: add check for arg nums on handlepushobject (#1081) 2023-05-10 07:44:21 -05:00
b1cd2776fa fix: make exiting the race work (#1082) 2023-05-10 04:05:56 -05:00
4e5b38d602 Hacky FallSpeedBehavior 2022-07-08 19:04:57 -05:00
8 changed files with 78 additions and 4 deletions

View File

@@ -61,6 +61,7 @@
#include "SpeedBehavior.h"
#include "DamageReductionBehavior.h"
#include "JetPackBehavior.h"
#include "FallSpeedBehavior.h"
#include "ChangeIdleFlagsBehavior.h"
#include "DarkInspirationBehavior.h"
@@ -164,7 +165,9 @@ Behavior* Behavior::CreateBehavior(const uint32_t behaviorId) {
case BehaviorTemplates::BEHAVIOR_CAR_BOOST:
behavior = new CarBoostBehavior(behaviorId);
break;
case BehaviorTemplates::BEHAVIOR_FALL_SPEED: break;
case BehaviorTemplates::BEHAVIOR_FALL_SPEED:
behavior = new FallSpeedBehavior(behaviorId);
break;
case BehaviorTemplates::BEHAVIOR_SHIELD: break;
case BehaviorTemplates::BEHAVIOR_REPAIR_ARMOR:
behavior = new RepairBehavior(behaviorId);

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@@ -22,6 +22,7 @@ set(DGAME_DBEHAVIORS_SOURCES "AirMovementBehavior.cpp"
"DurationBehavior.cpp"
"EmptyBehavior.cpp"
"EndBehavior.cpp"
"FallSpeedBehavior.cpp"
"ForceMovementBehavior.cpp"
"HealBehavior.cpp"
"ImaginationBehavior.cpp"

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@@ -0,0 +1,50 @@
#include "FallSpeedBehavior.h"
#include "ControllablePhysicsComponent.h"
#include "BehaviorContext.h"
#include "BehaviorBranchContext.h"
void FallSpeedBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
// make sure required parameter has non-default value
if (m_PercentSlowed == 0.0f) return;
auto* target = EntityManager::Instance()->GetEntity(branch.target);
if (!target) return;
auto* controllablePhysicsComponent = target->GetComponent<ControllablePhysicsComponent>();
if (!controllablePhysicsComponent) return;
controllablePhysicsComponent->SetGravityScale(m_PercentSlowed);
EntityManager::Instance()->SerializeEntity(target);
if (branch.duration > 0.0f) {
context->RegisterTimerBehavior(this, branch);
} else if (branch.start > 0) {
context->RegisterEndBehavior(this, branch);
}
}
void FallSpeedBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
Handle(context, bitStream, branch);
}
void FallSpeedBehavior::Timer(BehaviorContext* context, BehaviorBranchContext branch, LWOOBJID second) {
End(context, branch, second);
}
void FallSpeedBehavior::UnCast(BehaviorContext* context, BehaviorBranchContext branch) {
End(context, branch, LWOOBJID_EMPTY);
}
void FallSpeedBehavior::End(BehaviorContext* context, BehaviorBranchContext branch, LWOOBJID second) {
auto* target = EntityManager::Instance()->GetEntity(branch.target);
if (!target) return;
auto* controllablePhysicsComponent = target->GetComponent<ControllablePhysicsComponent>();
if (!controllablePhysicsComponent) return;
controllablePhysicsComponent->SetGravityScale(1);
EntityManager::Instance()->SerializeEntity(target);
}
void FallSpeedBehavior::Load(){
m_PercentSlowed = GetFloat("percent_slowed");
}

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@@ -0,0 +1,18 @@
#pragma once
#include "Behavior.h"
class FallSpeedBehavior final : public Behavior
{
public:
explicit FallSpeedBehavior(const uint32_t behaviorId) : Behavior(behaviorId) {}
void Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) override;
void Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) override;
void Timer(BehaviorContext* context, BehaviorBranchContext branch, LWOOBJID second) override;
void End(BehaviorContext* context, BehaviorBranchContext branch, LWOOBJID second) override;
void UnCast(BehaviorContext* context, BehaviorBranchContext branch) override;
void Load() override;
private:
float m_PercentSlowed;
};

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@@ -320,7 +320,7 @@ void ControllablePhysicsComponent::RemoveSpeedboost(float value) {
// Recalculate speedboost since we removed one
m_SpeedBoost = 0.0f;
if (m_ActiveSpeedBoosts.size() == 0) { // no active speed boosts left, so return to base speed
if (m_ActiveSpeedBoosts.empty()) { // no active speed boosts left, so return to base speed
auto* levelProgressionComponent = m_Parent->GetComponent<LevelProgressionComponent>();
if (levelProgressionComponent) m_SpeedBoost = levelProgressionComponent->GetSpeedBase();
} else { // Used the last applied speedboost

View File

@@ -276,7 +276,7 @@ public:
* The speed boosts of this component.
* @return All active Speed boosts for this component.
*/
std::vector<float> GetActiveSpeedboosts() { return m_ActivePickupRadiusScales; };
std::vector<float> GetActiveSpeedboosts() { return m_ActiveSpeedBoosts; };
/**
* Activates the Bubble Buff

View File

@@ -404,7 +404,7 @@ void RacingControlComponent::HandleMessageBoxResponse(Entity* player, int32_t bu
missionComponent->Progress(eMissionTaskType::RACING, dZoneManager::Instance()->GetZone()->GetWorldID(), (LWOOBJID)eRacingTaskParam::LAST_PLACE_FINISH); // Finished first place in specific world.
}
}
} else if (id == "ACT_RACE_EXIT_THE_RACE?" && button == m_ActivityExitConfirm) {
} else if ((id == "ACT_RACE_EXIT_THE_RACE?" || id == "Exit") && button == m_ActivityExitConfirm) {
auto* vehicle = EntityManager::Instance()->GetEntity(data->vehicleID);
if (vehicle == nullptr) {

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@@ -235,6 +235,8 @@ void TriggerComponent::HandleRotateObject(Entity* targetEntity, std::vector<std:
}
void TriggerComponent::HandlePushObject(Entity* targetEntity, std::vector<std::string> argArray){
if (argArray.size() < 3) return;
auto* phantomPhysicsComponent = m_Parent->GetComponent<PhantomPhysicsComponent>();
if (!phantomPhysicsComponent) {
Game::logger->LogDebug("TriggerComponent::HandlePushObject", "Phantom Physics component not found!");