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