#include "HealBehavior.h" #include "BehaviorBranchContext.h" #include "Game.h" #include "Logger.h" #include "EntityManager.h" #include "DestroyableComponent.h" #include "eReplicaComponentType.h" void HealBehavior::Handle(BehaviorContext* context, RakNet::BitStream& bit_stream, const BehaviorBranchContext branch) { auto* entity = Game::entityManager->GetEntity(branch.target); if (entity == nullptr) { LOG("Failed to find entity for (%llu)!", branch.target); return; } auto* destroyable = static_cast(entity->GetComponent(eReplicaComponentType::DESTROYABLE)); if (destroyable == nullptr) { LOG("Failed to find destroyable component for %(llu)!", branch.target); return; } destroyable->Heal(this->m_health); } void HealBehavior::Calculate(BehaviorContext* context, RakNet::BitStream& bit_stream, const BehaviorBranchContext branch) { Handle(context, bit_stream, branch); } void HealBehavior::Load() { this->m_health = GetInt("health"); }