Refactoring part 2 [W.I.P]
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/*
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* Copyright (C)
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* Copyright (C)
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef _THREATMANAGER
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#define _THREATMANAGER
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#include "Common.h"
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#include "SharedDefines.h"
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#include "LinkedReference/Reference.h"
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#include "UnitEvents.h"
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#include <list>
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//==============================================================
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class Unit;
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class Creature;
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class ThreatManager;
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class SpellInfo;
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#define THREAT_UPDATE_INTERVAL 2 * IN_MILLISECONDS // Server should send threat update to client periodically each second
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//==============================================================
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// Class to calculate the real threat based
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struct ThreatCalcHelper
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{
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static float calcThreat(Unit* hatedUnit, Unit* hatingUnit, float threat, SpellSchoolMask schoolMask = SPELL_SCHOOL_MASK_NORMAL, SpellInfo const* threatSpell = NULL);
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static bool isValidProcess(Unit* hatedUnit, Unit* hatingUnit, SpellInfo const* threatSpell = NULL);
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};
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//==============================================================
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class HostileReference : public Reference<Unit, ThreatManager>
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{
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public:
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HostileReference(Unit* refUnit, ThreatManager* threatManager, float threat);
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//=================================================
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void addThreat(float modThreat);
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void setThreat(float threat) { addThreat(threat - getThreat()); }
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void addThreatPercent(int32 percent);
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float getThreat() const { return iThreat; }
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bool isOnline() const { return iOnline; }
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// used for temporary setting a threat and reducting it later again.
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// the threat modification is stored
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void setTempThreat(float threat)
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{
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addTempThreat(threat - getThreat());
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}
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void addTempThreat(float threat)
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{
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iTempThreatModifier = threat;
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if (iTempThreatModifier != 0.0f)
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addThreat(iTempThreatModifier);
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}
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void resetTempThreat()
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{
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if (iTempThreatModifier != 0.0f)
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{
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addThreat(-iTempThreatModifier);
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iTempThreatModifier = 0.0f;
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}
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}
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float getTempThreatModifier() { return iTempThreatModifier; }
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//=================================================
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// check, if source can reach target and set the status
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void updateOnlineStatus();
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void setOnlineOfflineState(bool isOnline);
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//=================================================
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bool operator == (const HostileReference& hostileRef) const { return hostileRef.getUnitGuid() == getUnitGuid(); }
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//=================================================
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uint64 getUnitGuid() const { return iUnitGuid; }
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//=================================================
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// reference is not needed anymore. realy delete it !
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void removeReference();
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//=================================================
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HostileReference* next() { return ((HostileReference*) Reference<Unit, ThreatManager>::next()); }
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//=================================================
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// Tell our refTo (target) object that we have a link
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void targetObjectBuildLink();
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// Tell our refTo (taget) object, that the link is cut
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void targetObjectDestroyLink();
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// Tell our refFrom (source) object, that the link is cut (Target destroyed)
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void sourceObjectDestroyLink();
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private:
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// Inform the source, that the status of that reference was changed
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void fireStatusChanged(ThreatRefStatusChangeEvent& threatRefStatusChangeEvent);
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Unit* GetSourceUnit();
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private:
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float iThreat;
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float iTempThreatModifier; // used for taunt
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uint64 iUnitGuid;
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bool iOnline;
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};
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//==============================================================
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class ThreatManager;
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class ThreatContainer
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{
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friend class ThreatManager;
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public:
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typedef std::list<HostileReference*> StorageType;
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ThreatContainer(): iDirty(false) { }
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~ThreatContainer() { clearReferences(); }
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HostileReference* addThreat(Unit* victim, float threat);
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void modifyThreatPercent(Unit* victim, int32 percent);
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HostileReference* selectNextVictim(Creature* attacker, HostileReference* currentVictim) const;
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void setDirty(bool isDirty) { iDirty = isDirty; }
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bool isDirty() const { return iDirty; }
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bool empty() const
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{
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return iThreatList.empty();
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}
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HostileReference* getMostHated() const
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{
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return iThreatList.empty() ? NULL : iThreatList.front();
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}
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HostileReference* getReferenceByTarget(Unit* victim) const;
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StorageType const & getThreatList() const { return iThreatList; }
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private:
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void remove(HostileReference* hostileRef)
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{
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iThreatList.remove(hostileRef);
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}
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void addReference(HostileReference* hostileRef)
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{
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iThreatList.push_back(hostileRef);
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}
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void clearReferences();
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// Sort the list if necessary
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void update();
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StorageType iThreatList;
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bool iDirty;
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};
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//=================================================
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class ThreatManager
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{
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public:
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friend class HostileReference;
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explicit ThreatManager(Unit* owner);
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~ThreatManager() { clearReferences(); }
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void clearReferences();
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void addThreat(Unit* victim, float threat, SpellSchoolMask schoolMask = SPELL_SCHOOL_MASK_NORMAL, SpellInfo const* threatSpell = NULL);
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void doAddThreat(Unit* victim, float threat);
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void modifyThreatPercent(Unit* victim, int32 percent);
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float getThreat(Unit* victim, bool alsoSearchOfflineList = false);
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float getThreatWithoutTemp(Unit* victim, bool alsoSearchOfflineList = false);
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bool isThreatListEmpty() const { return iThreatContainer.empty(); }
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bool areThreatListsEmpty() const { return iThreatContainer.empty() && iThreatOfflineContainer.empty(); }
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void processThreatEvent(ThreatRefStatusChangeEvent* threatRefStatusChangeEvent);
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bool isNeedUpdateToClient(uint32 time);
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HostileReference* getCurrentVictim() const { return iCurrentVictim; }
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Unit* GetOwner() const { return iOwner; }
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Unit* getHostilTarget();
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void tauntApply(Unit* taunter);
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void tauntFadeOut(Unit* taunter);
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void setCurrentVictim(HostileReference* hostileRef);
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void setDirty(bool isDirty) { iThreatContainer.setDirty(isDirty); }
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// Reset all aggro without modifying the threadlist.
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void resetAllAggro();
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// Reset all aggro of unit in threadlist satisfying the predicate.
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template<class PREDICATE> void resetAggro(PREDICATE predicate)
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{
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ThreatContainer::StorageType &threatList = iThreatContainer.iThreatList;
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if (threatList.empty())
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return;
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for (ThreatContainer::StorageType::iterator itr = threatList.begin(); itr != threatList.end(); ++itr)
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{
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HostileReference* ref = (*itr);
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if (predicate(ref->getTarget()))
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{
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ref->setThreat(0);
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setDirty(true);
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}
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}
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}
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// methods to access the lists from the outside to do some dirty manipulation (scriping and such)
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// I hope they are used as little as possible.
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ThreatContainer::StorageType const & getThreatList() const { return iThreatContainer.getThreatList(); }
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ThreatContainer::StorageType const & getOfflineThreatList() const { return iThreatOfflineContainer.getThreatList(); }
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ThreatContainer& getOnlineContainer() { return iThreatContainer; }
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ThreatContainer& getOfflineContainer() { return iThreatOfflineContainer; }
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private:
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void _addThreat(Unit* victim, float threat);
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HostileReference* iCurrentVictim;
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Unit* iOwner;
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uint32 iUpdateTimer;
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ThreatContainer iThreatContainer;
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ThreatContainer iThreatOfflineContainer;
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};
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//=================================================
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namespace Trinity
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{
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// Binary predicate for sorting HostileReferences based on threat value
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class ThreatOrderPred
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{
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public:
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ThreatOrderPred(bool ascending = false) : m_ascending(ascending) {}
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bool operator() (HostileReference const* a, HostileReference const* b) const
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{
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return m_ascending ? a->getThreat() < b->getThreat() : a->getThreat() > b->getThreat();
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}
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private:
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const bool m_ascending;
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};
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}
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#endif
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