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TCPlayerbotCore/src/server/game/Entities/Creature/CreatureGroups.h
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/*
* Copyright (C) 2008-2010 TrinityCore <http://www.trinitycore.org/>
* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
*
* 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/>.
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*/
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#ifndef _FORMATIONS_H
#define _FORMATIONS_H
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#include "Common.h"
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class CreatureGroup;
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struct FormationInfo
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{
uint32 leaderGUID;
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float follow_dist;
float follow_angle;
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uint8 groupAI;
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};
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class CreatureGroupManager
{
friend class ACE_Singleton<CreatureGroupManager, ACE_Null_Mutex>;
public:
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void AddCreatureToGroup(uint32 group_id, Creature *creature);
void RemoveCreatureFromGroup(CreatureGroup *group, Creature *creature);
void LoadCreatureFormations();
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};
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#define formation_mgr (*ACE_Singleton<CreatureGroupManager, ACE_Null_Mutex>::instance())
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typedef UNORDERED_MAP<uint32/*memberDBGUID*/, FormationInfo*> CreatureGroupInfoType;
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extern CreatureGroupInfoType CreatureGroupMap;
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class CreatureGroup
{
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private:
Creature *m_leader; //Important do not forget sometimes to work with pointers instead synonims :D:D
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typedef std::map<Creature*, FormationInfo*> CreatureGroupMemberType;
CreatureGroupMemberType m_members;
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uint32 m_groupID;
bool m_Formed;
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public:
//Group cannot be created empty
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explicit CreatureGroup(uint32 id) : m_leader(NULL), m_groupID(id), m_Formed(false) {}
~CreatureGroup() { sLog.outDebug("Destroying group"); }
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Creature* getLeader() const { return m_leader; }
uint32 GetId() const { return m_groupID; }
bool isEmpty() const { return m_members.empty(); }
bool isFormed() const { return m_Formed; }
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void AddMember(Creature *member);
void RemoveMember(Creature *member);
void FormationReset(bool dismiss);
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void LeaderMoveTo(float x, float y, float z);
void MemberAttackStart(Creature* member, Unit *target);
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};
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#endif