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TCPlayerbotCore/src/game/TargetedMovementGenerator.h
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/*
* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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*
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* Copyright (C) 2008-2010 Trinity <http://www.trinitycore.org/>
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*
* 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
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* 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, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#ifndef TRINITY_TARGETEDMOVEMENTGENERATOR_H
#define TRINITY_TARGETEDMOVEMENTGENERATOR_H
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#include "MovementGenerator.h"
#include "DestinationHolder.h"
#include "Traveller.h"
#include "FollowerReference.h"
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class TargetedMovementGeneratorBase
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{
public:
TargetedMovementGeneratorBase(Unit &target) { i_target.link(&target, this); }
void stopFollowing() { }
protected:
FollowerReference i_target;
};
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template<class T>
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class TargetedMovementGenerator
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: public MovementGeneratorMedium< T, TargetedMovementGenerator<T> >, public TargetedMovementGeneratorBase
{
public:
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TargetedMovementGenerator(Unit &target, float offset = 0, float angle = 0);
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~TargetedMovementGenerator() {}
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void Initialize(T &);
void Finalize(T &);
void Reset(T &);
bool Update(T &, const uint32 &);
MovementGeneratorType GetMovementGeneratorType() { return TARGETED_MOTION_TYPE; }
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void MovementInform(T &);
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Unit* GetTarget() const;
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bool GetDestination(float &x, float &y, float &z) const
{
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if (i_destinationHolder.HasArrived() || !i_destinationHolder.HasDestination()) return false;
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i_destinationHolder.GetDestination(x,y,z);
return true;
}
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void unitSpeedChanged() { i_recalculateTravel=true; }
private:
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bool _setTargetLocation(T &);
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float i_offset;
float i_angle;
DestinationHolder< Traveller<T> > i_destinationHolder;
bool i_recalculateTravel;
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float i_targetX, i_targetY, i_targetZ;
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};
#endif
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