DarkflameServer/dGame/dComponents/MovementAIComponentAronwk.cpp

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#ifndef MOVEMENTAICOMPONENT_H
#include "MovementAIComponent.h"
#endif
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#include "eWaypointCommandType.h"
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void MovementAIComponent::HandleWaypointArrived() {
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if (m_Path->pathWaypoints[m_CurrentPathWaypointIndex].commands.empty()) return;
for(auto [command, data] : m_Path->pathWaypoints[m_CurrentPathWaypointIndex].commands){
switch(command){
case eWaypointCommandType::BOUNCE:
break;
case eWaypointCommandType::STOP:
break;
case eWaypointCommandType::GROUP_EMOTE:
break;
case eWaypointCommandType::SET_VARIABLE:
break;
case eWaypointCommandType::CAST_SKILL:
break;
case eWaypointCommandType::EQUIP_INVENTORY:
break;
case eWaypointCommandType::UNEQUIP_INVENTORY:
break;
case eWaypointCommandType::DELAY:
break;
case eWaypointCommandType::EMOTE:
break;
case eWaypointCommandType::TELEPORT:
break;
case eWaypointCommandType::PATH_SPEED:
break;
case eWaypointCommandType::REMOVE_NPC:
break;
case eWaypointCommandType::CHANGE_WAYPOINT:
break;
case eWaypointCommandType::DELETE_SELF:
break;
case eWaypointCommandType::KILL_SELF:
break;
case eWaypointCommandType::REMOVE_SELF:
break;
case eWaypointCommandType::SPAWN_OBJECT:
break;
case eWaypointCommandType::PLAY_SOUND:
break;
case eWaypointCommandType::INVALID:
Game::logger->LogDebug("MovementAIComponentAronwk", "Got invalid waypoint command %i", command);
}
}
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}