refactor(Core/AI): factory functions cleanup (#11779)

This commit is contained in:
IntelligentQuantum
2022-07-15 18:41:49 +04:30
committed by GitHub
parent 02fa20b638
commit cc52712ac1
35 changed files with 285 additions and 311 deletions

View File

@@ -32,6 +32,11 @@
#include "TargetedMovementGenerator.h"
#include "WaypointMovementGenerator.h"
inline MovementGenerator* GetIdleMovementGenerator()
{
return sMovementGeneratorRegistry->GetRegistryItem(IDLE_MOTION_TYPE)->Create();
}
// ---- ChaseRange ---- //
ChaseRange::ChaseRange(float range) : MinRange(range > CONTACT_DISTANCE ? 0 : range - CONTACT_DISTANCE), MinTolerance(range), MaxRange(range + CONTACT_DISTANCE), MaxTolerance(range) { }
@@ -59,9 +64,9 @@ bool ChaseAngle::IsAngleOkay(float relativeAngle) const
return (std::min(diff, float(2 * M_PI) - diff) <= Tolerance);
}
inline bool isStatic(MovementGenerator* mv)
inline bool isStatic(MovementGenerator* movement)
{
return (mv == &si_idleMovement);
return (movement == GetIdleMovementGenerator());
}
void MotionMaster::Initialize()
@@ -80,16 +85,7 @@ void MotionMaster::Initialize()
// set new default movement generator
void MotionMaster::InitDefault()
{
// Xinef: Do not allow to initialize any motion generator for dead creatures
if (_owner->GetTypeId() == TYPEID_UNIT && _owner->IsAlive())
{
MovementGenerator* movement = FactorySelector::selectMovementGenerator(_owner->ToCreature());
Mutate(!movement ? &si_idleMovement : movement, MOTION_SLOT_IDLE);
}
else
{
Mutate(&si_idleMovement, MOTION_SLOT_IDLE);
}
Mutate(FactorySelector::SelectMovementGenerator(_owner), MOTION_SLOT_IDLE);
}
MotionMaster::~MotionMaster()
@@ -236,7 +232,7 @@ void MotionMaster::MoveIdle()
{
//! Should be preceded by MovementExpired or Clear if there's an overlying movementgenerator active
if (empty() || !isStatic(top()))
Mutate(&si_idleMovement, MOTION_SLOT_IDLE);
Mutate(GetIdleMovementGenerator(), MOTION_SLOT_IDLE);
}
void MotionMaster::MoveRandom(float wanderDistance)