#include "Action.h" #include Core::Action::Action::Action() { } Core::Action::Action::~Action() { } uint16_t Core::Action::Action::getId() const { return m_id; } Core::Common::HandleActionType Core::Action::Action::getHandleActionType() const { return m_handleActionType; } Core::Entity::ActorPtr Core::Action::Action::getTargetActor() const { return m_pTarget; } bool Core::Action::Action::isInterrupted() const { return m_bInterrupt; } void Core::Action::Action::setInterrupted() { m_bInterrupt = true; } uint64_t Core::Action::Action::getStartTime() const { return m_startTime; } void Core::Action::Action::setStartTime( uint64_t startTime ) { m_startTime = startTime; } uint32_t Core::Action::Action::getCastTime() const { return m_castTime; } void Core::Action::Action::setCastTime( uint32_t castTime ) { m_castTime = castTime; } Core::Entity::ActorPtr Core::Action::Action::getActionSource() const { return m_pSource; } bool Core::Action::Action::update() { // action has not been started yet if( m_startTime == 0 ) return false; if( m_bInterrupt ) { onInterrupt(); return true; } uint64_t currTime = Util::getTimeMs(); if( ( currTime - m_startTime ) > m_castTime ) { onFinish(); return true; } return false; }