DarkflameServer/dGame/dBehaviors/AreaOfEffectBehavior.h

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#pragma once
#include "Behavior.h"
#include <forward_list>
class AreaOfEffectBehavior final : public Behavior
{
public:
explicit AreaOfEffectBehavior(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 Load() override;
private:
Behavior* m_action;
uint32_t m_maxTargets;
float m_radius;
bool m_useTargetPosition;
bool m_useTargetAsCaster;
NiPoint3 m_offset;
std::forward_list<int32_t> m_ignoreFactionList {};
std::forward_list<int32_t> m_includeFactionList {};
bool m_targetSelf;
bool m_targetEnemy;
bool m_targetFriend;
bool m_targetTeam;
};