Core/AI: Factory functions cleanup

- Get rid of fugly void pointers
- Streamlined AI selection code, using Permissible as it should've been instead of harcoded checks on the selector code
- Moved IdleMovementGenerator singleton to factory code
This commit is contained in:
Aokromes committed 2017-06-01 13:22:24 +02:00
1 parent 04f799c14b
commit 1c6021ba96
34 files changed
+268 -304

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@@ -595,13 +595,6 @@ void SmartAI::JustRespawned()
mFollowCreditType = 0;
}
int SmartAI::Permissible(const Creature* creature)
{
if (creature->GetAIName() == "SmartAI")
return PERMIT_BASE_SPECIAL;
return PERMIT_BASE_NO;
}
void SmartAI::JustReachedHome()
{
GetScript()->OnReset();
@@ -958,13 +951,6 @@ void SmartAI::CheckConditions(uint32 diff)
mConditionsTimer -= diff;
}
int SmartGameObjectAI::Permissible(const GameObject* g)
{
if (g->GetAIName() == "SmartGameObjectAI")
return PERMIT_BASE_SPECIAL;
return PERMIT_BASE_NO;
}
void SmartGameObjectAI::UpdateAI(uint32 diff)
{
GetScript()->OnUpdate(diff);