Core/Objects: Method to get nearest GO of type X, FindNearestGameObjectOfType

Thanks Subv for the idea
This commit is contained in:
Nay
2012-09-08 23:15:29 +01:00
parent 7dbc20626e
commit b30aeb8d51
3 changed files with 34 additions and 0 deletions

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@@ -2537,6 +2537,15 @@ GameObject* WorldObject::FindNearestGameObject(uint32 entry, float range) const
return go;
}
GameObject* WorldObject::FindNearestGameObjectOfType(GameobjectTypes type, float range) const
{
GameObject* go = NULL;
Trinity::NearestGameObjectTypeInObjectRangeCheck checker(*this, type, range);
Trinity::GameObjectLastSearcher<Trinity::NearestGameObjectTypeInObjectRangeCheck> searcher(this, go, checker);
VisitNearbyGridObject(range, searcher);
return go;
}
void WorldObject::GetGameObjectListWithEntryInGrid(std::list<GameObject*>& gameobjectList, uint32 entry, float maxSearchRange) const
{
CellCoord pair(Trinity::ComputeCellCoord(this->GetPositionX(), this->GetPositionY()));

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@@ -799,6 +799,7 @@ class WorldObject : public Object, public WorldLocation
Creature* FindNearestCreature(uint32 entry, float range, bool alive = true) const;
GameObject* FindNearestGameObject(uint32 entry, float range) const;
GameObject* FindNearestGameObjectOfType(GameobjectTypes type, float range) const;
void GetGameObjectListWithEntryInGrid(std::list<GameObject*>& lList, uint32 uiEntry, float fMaxSearchRange) const;
void GetCreatureListWithEntryInGrid(std::list<Creature*>& lList, uint32 uiEntry, float fMaxSearchRange) const;

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@@ -694,6 +694,30 @@ namespace Trinity
NearestGameObjectEntryInObjectRangeCheck(NearestGameObjectEntryInObjectRangeCheck const&);
};
// Success at unit in range, range update for next check (this can be use with GameobjectLastSearcher to find nearest GO with a certain type)
class NearestGameObjectTypeInObjectRangeCheck
{
public:
NearestGameObjectTypeInObjectRangeCheck(WorldObject const& obj, GameobjectTypes type, float range) : i_obj(obj), i_type(type), i_range(range) {}
bool operator()(GameObject* go)
{
if (go->GetGoType() == i_type && i_obj.IsWithinDistInMap(go, i_range))
{
i_range = i_obj.GetDistance(go); // use found GO range as new range limit for next check
return true;
}
return false;
}
float GetLastRange() const { return i_range; }
private:
WorldObject const& i_obj;
GameobjectTypes i_type;
float i_range;
// prevent clone this object
NearestGameObjectTypeInObjectRangeCheck(NearestGameObjectTypeInObjectRangeCheck const&);
};
class GameObjectWithDbGUIDCheck
{
public: