mirror of
https://github.com/DarkflameUniverse/DarkflameServer
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b261e63233
* chore: Change entity and component logic to use bitstream references * merge
53 lines
1.4 KiB
C++
53 lines
1.4 KiB
C++
#include "DarkInspirationBehavior.h"
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#include "BehaviorBranchContext.h"
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#include "Entity.h"
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#include "DestroyableComponent.h"
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#include "EntityManager.h"
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#include "BehaviorContext.h"
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void DarkInspirationBehavior::Handle(BehaviorContext* context, RakNet::BitStream& bitStream, const BehaviorBranchContext branch) {
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auto* target = Game::entityManager->GetEntity(branch.target);
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if (target == nullptr) {
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LOG_DEBUG("Failed to find target (%llu)!", branch.target);
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return;
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}
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auto* destroyableComponent = target->GetComponent<DestroyableComponent>();
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if (destroyableComponent == nullptr) {
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return;
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}
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if (destroyableComponent->HasFaction(m_FactionList)) {
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this->m_ActionIfFactionMatches->Handle(context, bitStream, branch);
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}
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}
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void DarkInspirationBehavior::Calculate(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) {
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auto* target = Game::entityManager->GetEntity(branch.target);
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if (target == nullptr) {
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LOG_DEBUG("Failed to find target (%llu)!", branch.target);
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return;
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}
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auto* destroyableComponent = target->GetComponent<DestroyableComponent>();
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if (destroyableComponent == nullptr) {
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return;
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}
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if (destroyableComponent->HasFaction(m_FactionList)) {
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this->m_ActionIfFactionMatches->Calculate(context, bitStream, branch);
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}
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}
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void DarkInspirationBehavior::Load() {
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this->m_ActionIfFactionMatches = GetAction("action");
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this->m_FactionList = GetInt("faction_list");
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}
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