DarkflameServer/dGame/dBehaviors/RepairBehavior.cpp
wincent 5973430720 Grim LU
Wincent's attempt at making LU into something it isn't supposed to be, an ARPG.
2023-07-15 10:54:41 +02:00

49 lines
1.4 KiB
C++

#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<DestroyableComponent*>(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<LevelProgressionComponent>();
if (levelProgressComponent != nullptr) {
toApply *= levelProgressComponent->GetLevel();
}
// Apply a standard deviations of 20%
toApply = static_cast<uint32_t>(toApply * (1.0f + (static_cast<float>(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");
}