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Inside cMonster::getMobFamily() : replacing Polymorphism by Map, in order to remove redundancy

This commit is contained in:
mgueydan 2013-09-10 15:09:45 +02:00
parent bf4781d0ee
commit f12ac6b995
11 changed files with 9 additions and 29 deletions

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@ -23,7 +23,7 @@ protected :
static tMobTypes2Names& m_MobsTypes2Names();
static tMobTypes2Names MobTypes2NamesInitializerBeforeCx11();
typedef const std::map<cMonster::eType,cMonster::eFamily> tMobType2Family; //MG TODO : this is redundancy with cMonster::getFamily() methods. But almost all the management of MobType is redundancy in this project. Maybe is it optimization, or just historical TODO : understand and do something about it.
typedef const std::map<cMonster::eType,cMonster::eFamily> tMobType2Family;
static tMobType2Family& m_MobsType2Family();
static tMobType2Family MobType2FamilyInitializerBeforeCx11();

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@ -95,12 +95,3 @@ void cAggressiveMonster::Tick(float a_Dt, cChunk & a_Chunk)
}
cMonster::eFamily cAggressiveMonster::GetMobFamily() const
{
return mfHostile;
}

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@ -20,7 +20,6 @@ public:
virtual void EventSeePlayer(cEntity *) override;
virtual eFamily GetMobFamily(void) const override;
protected:
float m_ChaseTime;

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@ -13,7 +13,3 @@ cBat::cBat(void) :
}
cMonster::eFamily cBat::GetMobFamily() const
{
return mfAmbient;
}

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@ -17,7 +17,6 @@ public:
CLASS_PROTODEF(cBat);
virtual eFamily GetMobFamily(void) const override;
} ;

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@ -9,6 +9,7 @@
#include "../Entities/Player.h"
#include "../Defines.h"
#include "../MonsterConfig.h"
#include "../MobTypesManager.h"
#include "../MersenneTwister.h"
#include "../Vector3f.h"
@ -17,6 +18,7 @@
#include "../Tracer.h"
#include "../Chunk.h"
// #include "../../iniFile/iniFile.h"
@ -510,3 +512,7 @@ void cMonster::HandleDaylightBurning(cChunk & a_Chunk)
cMonster::eFamily cMonster::GetMobFamily(void) const
{
return cMobTypesManager::getFamilyFromType(GetMobTypeAsEnum());
}

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@ -94,7 +94,8 @@ public:
char GetMobType(void) const {return m_MobType; } // MG TODO : see if we can delete this one.
eType GetMobTypeAsEnum(void) const {return (eType)m_MobType; } // MG TODO : see if we should store m_MobType as enum instead of char.
virtual eFamily GetMobFamily(void) const = 0;
eFamily GetMobFamily(void) const;
const char * GetState();
void SetState(const AString & str);

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@ -55,11 +55,5 @@ void cPassiveMonster::Tick(float a_Dt, cChunk & a_Chunk)
cMonster::eFamily cPassiveMonster::GetMobFamily() const
{
return mfPassive;
}

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@ -20,7 +20,6 @@ public:
/// When hit by someone, run away
virtual void DoTakeDamage(TakeDamageInfo & a_TDI) override;
virtual eFamily GetMobFamily(void) const override;
} ;

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@ -54,7 +54,3 @@ void cSquid::Tick(float a_Dt, cChunk & a_Chunk)
cMonster::eFamily cSquid::GetMobFamily() const
{
return mfWater;
}

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@ -21,7 +21,6 @@ public:
virtual void GetDrops(cItems & a_Drops, cEntity * a_Killer = NULL) override;
virtual eFamily GetMobFamily(void) const override;
} ;