#include "HealBehavior.h" #include "BehaviorBranchContext.h" #include "Game.h" #include "dLogger.h" #include "EntityManager.h" #include "DestroyableComponent.h" #include "eReplicaComponentType.h" void HealBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bit_stream, const BehaviorBranchContext branch) { auto* entity = EntityManager::Instance()->GetEntity(branch.target); if (entity == nullptr) { Game::logger->Log("HealBehavior", "Failed to find entity for (%llu)!", branch.target); return; } auto destroyable = entity->GetComponent(); if (destroyable == nullptr) { Game::logger->Log("HealBehavior", "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"); }