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b261e63233
* chore: Change entity and component logic to use bitstream references * merge
37 lines
1015 B
C++
37 lines
1015 B
C++
#include "RepairBehavior.h"
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#include "BehaviorBranchContext.h"
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#include "DestroyableComponent.h"
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#include "dpWorld.h"
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#include "EntityManager.h"
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#include "Logger.h"
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#include "Game.h"
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#include "eReplicaComponentType.h"
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void RepairBehavior::Handle(BehaviorContext* context, RakNet::BitStream& bit_stream, const BehaviorBranchContext branch) {
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auto* entity = Game::entityManager->GetEntity(branch.target);
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if (entity == nullptr) {
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LOG("Failed to find entity for (%llu)!", branch.target);
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return;
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}
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auto* destroyable = static_cast<DestroyableComponent*>(entity->GetComponent(eReplicaComponentType::DESTROYABLE));
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if (destroyable == nullptr) {
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LOG("Failed to find destroyable component for %(llu)!", branch.target);
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return;
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}
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destroyable->Repair(this->m_armor);
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}
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void RepairBehavior::Calculate(BehaviorContext* context, RakNet::BitStream& bit_stream, const BehaviorBranchContext branch) {
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Handle(context, bit_stream, branch);
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}
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void RepairBehavior::Load() {
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this->m_armor = GetInt("armor");
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}
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