EverWrath/src/server/game/Movement/MovementGenerators/TargetedMovementGenerator.h

99 lines
3.4 KiB
C++

/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license, you may redistribute it and/or modify it under version 2 of the License, or (at your option), any later version.
* Copyright (C) 2008-2016 TrinityCore <http://www.trinitycore.org/>
* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
*/
#ifndef ACORE_TARGETEDMOVEMENTGENERATOR_H
#define ACORE_TARGETEDMOVEMENTGENERATOR_H
#include "FollowerReference.h"
#include "MovementGenerator.h"
#include "PathGenerator.h"
#include "Timer.h"
#include "Unit.h"
#include <optional>
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, std::optional<ChaseRange> range = {}, std::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, std::optional<float> maxDistance, std::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;
std::optional<Position> _lastTargetPosition;
std::optional<ChaseRange> const _range;
std::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_recheckDistance(0), i_recalculateTravel(true), _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(T* owner, Unit* target, float range, std::optional<ChaseAngle> angle = {});
static void _clearUnitStateMove(T* u) { u->ClearUnitState(UNIT_STATE_FOLLOW_MOVE); }
static void _addUnitStateMove(T* u) { u->AddUnitState(UNIT_STATE_FOLLOW_MOVE); }
void _updateSpeed(T* owner);
private:
std::unique_ptr<PathGenerator> i_path;
TimeTrackerSmall i_recheckDistance;
bool i_recalculateTravel;
std::optional<Position> _lastTargetPosition;
float _range;
ChaseAngle _angle;
};
#endif