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feat: add further MovementAI skeleton (#1499)
* add movement ai skeleton Zone loading code is tested to load and read the correct values using logs. other ldf data is unaffected as I walked around crux and dragons/apes can still spawn and be killed. * format
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59
dCommon/dEnums/eWaypointCommandType.h
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59
dCommon/dEnums/eWaypointCommandType.h
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#ifndef __EWAYPOINTCOMMANDTYPES__H__
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#define __EWAYPOINTCOMMANDTYPES__H__
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#include <cstdint>
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enum class eWaypointCommandType : uint32_t {
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INVALID,
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BOUNCE,
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STOP,
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GROUP_EMOTE,
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SET_VARIABLE,
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CAST_SKILL,
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EQUIP_INVENTORY,
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UNEQUIP_INVENTORY,
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DELAY,
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EMOTE,
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TELEPORT,
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PATH_SPEED,
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REMOVE_NPC,
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CHANGE_WAYPOINT,
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DELETE_SELF,
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KILL_SELF,
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SPAWN_OBJECT,
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PLAY_SOUND,
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};
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class WaypointCommandType {
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public:
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static eWaypointCommandType StringToWaypointCommandType(std::string commandString) {
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const std::map<std::string, eWaypointCommandType> WaypointCommandTypeMap = {
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{"bounce", eWaypointCommandType::BOUNCE},
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{"stop", eWaypointCommandType::STOP},
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{"groupemote", eWaypointCommandType::GROUP_EMOTE},
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{"setvar", eWaypointCommandType::SET_VARIABLE},
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{"castskill", eWaypointCommandType::CAST_SKILL},
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{"eqInvent", eWaypointCommandType::EQUIP_INVENTORY},
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{"unInvent", eWaypointCommandType::UNEQUIP_INVENTORY},
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{"delay", eWaypointCommandType::DELAY},
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{"femote", eWaypointCommandType::EMOTE},
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{"emote", eWaypointCommandType::EMOTE},
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{"teleport", eWaypointCommandType::TELEPORT},
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{"pathspeed", eWaypointCommandType::PATH_SPEED},
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{"removeNPC", eWaypointCommandType::REMOVE_NPC},
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{"changeWP", eWaypointCommandType::CHANGE_WAYPOINT},
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{"DeleteSelf", eWaypointCommandType::DELETE_SELF},
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{"killself", eWaypointCommandType::KILL_SELF},
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{"removeself", eWaypointCommandType::DELETE_SELF},
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{"spawnOBJ", eWaypointCommandType::SPAWN_OBJECT},
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{"playSound", eWaypointCommandType::PLAY_SOUND},
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};
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auto intermed = WaypointCommandTypeMap.find(commandString);
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return (intermed != WaypointCommandTypeMap.end()) ? intermed->second : eWaypointCommandType::INVALID;
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};
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};
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#endif //!__EWAYPOINTCOMMANDTYPES__H__
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