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