DarkflameServer/dGame/dBehaviors/HealBehavior.cpp

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#include "HealBehavior.h"
#include "BehaviorBranchContext.h"
#include "Game.h"
#include "dLogger.h"
#include "EntityManager.h"
#include "DestroyableComponent.h"
#include "eReplicaComponentType.h"
#include "LevelProgressionComponent.h"
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void HealBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bit_stream, const BehaviorBranchContext branch) {
auto* entity = EntityManager::Instance()->GetEntity(branch.target);
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if (entity == nullptr) {
Game::logger->Log("HealBehavior", "Failed to find entity for (%llu)!", branch.target);
return;
}
auto* destroyable = static_cast<DestroyableComponent*>(entity->GetComponent(eReplicaComponentType::DESTROYABLE));
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if (destroyable == nullptr) {
Game::logger->Log("HealBehavior", "Failed to find destroyable component for %(llu)!", branch.target);
return;
}
int32_t toApply = this->m_health * 5;
auto* levelProgressComponent = entity->GetComponent<LevelProgressionComponent>();
if (levelProgressComponent != nullptr) {
toApply *= levelProgressComponent->GetLevel();
}
// Apply a standard deviations of 20%
toApply = static_cast<uint32_t>(toApply * (1.0f + (static_cast<float>(rand() % 40) / 100.0f) - 0.2f));
destroyable->Heal(toApply);
}
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void HealBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bit_stream, const BehaviorBranchContext branch) {
Handle(context, bit_stream, branch);
}
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void HealBehavior::Load() {
this->m_health = GetInt("health");
}