#include "TauntBehavior.h"
#include "BehaviorBranchContext.h"
#include "BehaviorContext.h"
#include "BaseCombatAIComponent.h"
#include "EntityManager.h"
#include "dLogger.h"


void TauntBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch)
{
	auto* target = EntityManager::Instance()->GetEntity(branch.target);

	if (target == nullptr)
	{
		Game::logger->Log("TauntBehavior", "Failed to find target (%llu)!\n", 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 = EntityManager::Instance()->GetEntity(branch.target);

	if (target == nullptr)
	{
		Game::logger->Log("TauntBehavior", "Failed to find target (%llu)!\n", 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");
}