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https://github.com/DarkflameUniverse/DarkflameServer
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e524b86e12
* breakout the component types into a scoped enum tested that things are the same as they were before * fix missed rename * fix brick-by-brick name to be crafting because that's what it is
39 lines
1.0 KiB
C++
39 lines
1.0 KiB
C++
#include "HealBehavior.h"
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#include "BehaviorBranchContext.h"
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#include "Game.h"
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#include "dLogger.h"
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#include "EntityManager.h"
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#include "DestroyableComponent.h"
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#include "eReplicaComponentType.h"
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void HealBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bit_stream, const BehaviorBranchContext branch) {
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auto* entity = EntityManager::Instance()->GetEntity(branch.target);
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if (entity == nullptr) {
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Game::logger->Log("HealBehavior", "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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Game::logger->Log("HealBehavior", "Failed to find destroyable component for %(llu)!", branch.target);
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return;
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}
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destroyable->Heal(this->m_health);
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}
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void HealBehavior::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 HealBehavior::Load() {
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this->m_health = GetInt("health");
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}
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