DarkflameServer/dGame/dBehaviors/TauntBehavior.cpp

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#include "TauntBehavior.h"
#include "BehaviorBranchContext.h"
#include "BehaviorContext.h"
#include "BaseCombatAIComponent.h"
#include "EntityManager.h"
#include "dLogger.h"
void TauntBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch)
{
auto* target = EntityManager::Instance()->GetEntity(branch.target);
if (target == nullptr)
{
Game::logger->Log("TauntBehavior", "Failed to find target (%llu)!\n", branch.target);
return;
}
auto* combatComponent = target->GetComponent<BaseCombatAIComponent>();
if (combatComponent != nullptr)
{
combatComponent->Taunt(context->originator, m_threatToAdd);
}
}
void TauntBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch)
{
auto* target = EntityManager::Instance()->GetEntity(branch.target);
if (target == nullptr)
{
Game::logger->Log("TauntBehavior", "Failed to find target (%llu)!\n", branch.target);
return;
}
auto* combatComponent = target->GetComponent<BaseCombatAIComponent>();
if (combatComponent != nullptr)
{
combatComponent->Taunt(context->originator, m_threatToAdd);
}
}
void TauntBehavior::Load()
{
this->m_threatToAdd = GetFloat("threat to add");
}