EverWrath/src/server/game/Movement/MovementGenerators/TargetedMovementGenerator.h
Kargatum 52aa0e9966
feat(License): add new headers information about license (#7941)
Co-authored-by: Francesco Borzì <borzifrancesco@gmail.com>
2021-09-30 13:40:52 +07:00

111 lines
3.8 KiB
C++

/*
* This file is part of the AzerothCore Project. See AUTHORS file for Copyright information
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU Affero General Public License as published by the
* Free Software Foundation; either version 3 of the License, or (at your
* option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef ACORE_TARGETEDMOVEMENTGENERATOR_H
#define ACORE_TARGETEDMOVEMENTGENERATOR_H
#include "FollowerReference.h"
#include "MovementGenerator.h"
#include "Optional.h"
#include "PathGenerator.h"
#include "Timer.h"
#include "Unit.h"
class TargetedMovementGeneratorBase
{
public:
TargetedMovementGeneratorBase(Unit* target) { i_target.link(target, this); }
void stopFollowing() { }
protected:
FollowerReference i_target;
};
template<class T>
class ChaseMovementGenerator : public MovementGeneratorMedium<T, ChaseMovementGenerator<T>>, public TargetedMovementGeneratorBase
{
public:
ChaseMovementGenerator(Unit* target, Optional<ChaseRange> range = {}, Optional<ChaseAngle> angle = {})
: TargetedMovementGeneratorBase(target), i_path(nullptr), i_recheckDistance(0), i_recalculateTravel(true), _range(range), _angle(angle) {}
~ChaseMovementGenerator() { }
MovementGeneratorType GetMovementGeneratorType() { return CHASE_MOTION_TYPE; }
bool DoUpdate(T*, uint32);
void DoInitialize(T*);
void DoFinalize(T*);
void DoReset(T*);
void MovementInform(T*);
bool PositionOkay(T* owner, Unit* target, Optional<float> maxDistance, Optional<ChaseAngle> angle);
void unitSpeedChanged() { _lastTargetPosition.reset(); }
Unit* GetTarget() const { return i_target.getTarget(); }
bool EnableWalking() const { return false; }
bool HasLostTarget(Unit* unit) const { return unit->GetVictim() != this->GetTarget(); }
private:
std::unique_ptr<PathGenerator> i_path;
TimeTrackerSmall i_recheckDistance;
bool i_recalculateTravel;
Optional<Position> _lastTargetPosition;
Optional<ChaseRange> const _range;
Optional<ChaseAngle> const _angle;
bool _movingTowards = true;
bool _mutualChase = true;
};
template<class T>
class FollowMovementGenerator : public MovementGeneratorMedium<T, FollowMovementGenerator<T>>, public TargetedMovementGeneratorBase
{
public:
FollowMovementGenerator(Unit* target, float range, ChaseAngle angle)
: TargetedMovementGeneratorBase(target), i_path(nullptr), i_recheckPredictedDistanceTimer(0), i_recheckPredictedDistance(false), _range(range), _angle(angle) {}
~FollowMovementGenerator() { }
MovementGeneratorType GetMovementGeneratorType() { return FOLLOW_MOTION_TYPE; }
bool DoUpdate(T*, uint32);
void DoInitialize(T*);
void DoFinalize(T*);
void DoReset(T*);
void MovementInform(T*);
Unit* GetTarget() const { return i_target.getTarget(); }
void unitSpeedChanged() { _lastTargetPosition.reset(); }
bool PositionOkay(Unit* target, bool isPlayerPet, bool& targetIsMoving, uint32 diff);
static void _clearUnitStateMove(T* u) { u->ClearUnitState(UNIT_STATE_FOLLOW_MOVE); }
static void _addUnitStateMove(T* u) { u->AddUnitState(UNIT_STATE_FOLLOW_MOVE); }
float GetFollowRange() const { return _range; }
private:
std::unique_ptr<PathGenerator> i_path;
TimeTrackerSmall i_recheckPredictedDistanceTimer;
bool i_recheckPredictedDistance;
Optional<Position> _lastTargetPosition;
Optional<Position> _lastPredictedPosition;
float _range;
ChaseAngle _angle;
};
#endif