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b261e63233
* chore: Change entity and component logic to use bitstream references * merge
45 lines
1.1 KiB
C++
45 lines
1.1 KiB
C++
#include "TauntBehavior.h"
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#include "BehaviorBranchContext.h"
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#include "BehaviorContext.h"
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#include "BaseCombatAIComponent.h"
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#include "EntityManager.h"
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#include "Logger.h"
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void TauntBehavior::Handle(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) {
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auto* target = Game::entityManager->GetEntity(branch.target);
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if (target == nullptr) {
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LOG("Failed to find target (%llu)!", branch.target);
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return;
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}
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auto* combatComponent = target->GetComponent<BaseCombatAIComponent>();
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if (combatComponent != nullptr) {
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combatComponent->Taunt(context->originator, m_threatToAdd);
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}
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}
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void TauntBehavior::Calculate(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) {
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auto* target = Game::entityManager->GetEntity(branch.target);
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if (target == nullptr) {
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LOG("Failed to find target (%llu)!", branch.target);
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return;
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}
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auto* combatComponent = target->GetComponent<BaseCombatAIComponent>();
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if (combatComponent != nullptr) {
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combatComponent->Taunt(context->originator, m_threatToAdd);
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}
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}
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void TauntBehavior::Load() {
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this->m_threatToAdd = GetFloat("threat to add");
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}
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