DarkflameServer/dGame/dBehaviors/TauntBehavior.cpp
David Markowitz 5942182486
feat: Abstract Logger and simplify code (#1207)
* Logger: Rename logger to Logger from dLogger

* Logger: Add compile time filename

Fix include issues
Add writers
Add macros
Add macro to force compilation

* Logger: Replace calls with macros

Allows for filename and line number to be logged

* Logger: Add comments

and remove extra define

Logger: Replace with unique_ptr

also flush console at exit. regular file writer should be flushed on file close.

Logger: Remove constexpr on variable

* Logger: Simplify code

* Update Logger.cpp
2023-10-21 16:31:55 -07:00

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");
}