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MovementGenerator.cpp
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MovementGenerator.cpp
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/*
* This file is part of the TrinityCore 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 General Public License as published by the
* Free Software Foundation; either version 2 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 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/>.
*/
#include "MovementGenerator.h"
#include "Creature.h"
#include "CyclicMovementGenerator.h"
#include "IdleMovementGenerator.h"
#include "MovementDefines.h"
#include "PathGenerator.h"
#include "RandomMovementGenerator.h"
#include "UnitAI.h"
#include "WaypointMovementGenerator.h"
#include <sstream>
MovementGenerator::~MovementGenerator()
{
// Ensure script doesn't get stuck waiting for this movement
SetScriptResult(MovementStopReason::Interrupted);
}
std::string MovementGenerator::GetDebugInfo() const
{
std::stringstream sstr;
sstr << std::boolalpha
<< "Mode: " << std::to_string(Mode)
<< " Priority: " << std::to_string(Priority)
<< " Flags: " << Flags
<< " BaseUniteState: " << BaseUnitState;
return sstr.str();
}
void MovementGenerator::SetScriptResult(MovementStopReason reason)
{
if (ScriptResult)
{
ScriptResult->SetResult(reason);
ScriptResult.reset();
}
}
IdleMovementFactory::IdleMovementFactory() : MovementGeneratorCreator(IDLE_MOTION_TYPE) { }
MovementGenerator* IdleMovementFactory::Create(Unit* /*object*/) const
{
static IdleMovementGenerator instance;
return &instance;
}
RandomMovementFactory::RandomMovementFactory() : MovementGeneratorCreator(RANDOM_MOTION_TYPE) { }
MovementGenerator* RandomMovementFactory::Create(Unit* /*object*/) const
{
return new RandomMovementGenerator<Creature>();
}
WaypointMovementFactory::WaypointMovementFactory() : MovementGeneratorCreator(WAYPOINT_MOTION_TYPE) { }
MovementGenerator* WaypointMovementFactory::Create(Unit* /*object*/) const
{
return new WaypointMovementGenerator<Creature>(0, true);
}
CyclicMovementFactory::CyclicMovementFactory() : MovementGeneratorCreator(CYCLIC_SPLINE_MOTION_TYPE) { }
MovementGenerator* CyclicMovementFactory::Create(Unit* /*object*/) const
{
return new CyclicMovementGenerator<Creature>(nullptr);
}