DarkflameServer/dGame/dBehaviors/TauntBehavior.cpp
jadebenn b261e63233
chore: Change entity and component logic to use bitstream references (#1468)
* chore: Change entity and component logic to use bitstream references

* merge
2024-02-27 01:25:44 -06:00

45 lines
1.1 KiB
C++

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