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