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45 lines
1.2 KiB
C++
45 lines
1.2 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 "dLogger.h"
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void TauntBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
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auto* target = EntityManager::Instance()->GetEntity(branch.target);
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if (target == nullptr) {
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Game::logger->Log("TauntBehavior", "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 = EntityManager::Instance()->GetEntity(branch.target);
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if (target == nullptr) {
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Game::logger->Log("TauntBehavior", "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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