#include "SkillEventBehavior.h"
#include "BehaviorBranchContext.h"
#include "BehaviorContext.h"
#include "EntityManager.h"
#include "CppScripts.h"

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

    if (caster != nullptr && target != nullptr && this->m_effectHandle != nullptr && !this->m_effectHandle->empty()) {
        for (CppScripts::Script* script : CppScripts::GetEntityScripts(target)) {
            script->OnSkillEventFired(target, caster, *this->m_effectHandle);
        }
    }
}

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

    if (caster != nullptr && target != nullptr && this->m_effectHandle != nullptr && !this->m_effectHandle->empty()) {
        for (CppScripts::Script* script : CppScripts::GetEntityScripts(target)) {
            script->OnSkillEventFired(target, caster, *this->m_effectHandle);
        }
    }
}