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b261e63233
* chore: Change entity and component logic to use bitstream references * merge
34 lines
915 B
C++
34 lines
915 B
C++
#include "PullToPointBehavior.h"
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#include "BehaviorContext.h"
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#include "BehaviorBranchContext.h"
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#include "EntityManager.h"
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#include "MovementAIComponent.h"
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void PullToPointBehavior::Handle(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) {
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auto* entity = Game::entityManager->GetEntity(context->originator);
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auto* target = Game::entityManager->GetEntity(branch.target);
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if (entity == nullptr || target == nullptr) {
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return;
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}
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auto* movement = target->GetComponent<MovementAIComponent>();
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if (movement == nullptr) {
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return;
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}
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const auto position = branch.isProjectile ? branch.referencePosition : entity->GetPosition();
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movement->PullToPoint(position);
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}
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void PullToPointBehavior::Calculate(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) {
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Handle(context, bitStream, branch);
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}
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void PullToPointBehavior::Load() {
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}
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