2828#include " common/database.h"
2929#include " common/utils.h"
3030#include " enmity_container.h"
31- #include " entities/trustentity .h"
31+ #include " entities/trust_entity .h"
3232#include " enums/automaton.h"
3333#include " lua/luautils.h"
3434#include " mob_spell_container.h"
@@ -53,11 +53,11 @@ CAutomatonController::CAutomatonController(CAutomatonEntity* PPet)
5353
5454void CAutomatonController::setCooldowns ()
5555{
56- switch (PAutomaton->getFrame ())
56+ switch (PAutomaton->frame ())
5757 {
5858 case AutomatonFrame::Sharpshot:
5959 {
60- switch (PAutomaton->getHead ())
60+ switch (PAutomaton->head ())
6161 {
6262 case AutomatonHead::Sharpshot:
6363 m_rangedCooldown = 20s;
@@ -90,7 +90,7 @@ void CAutomatonController::setCooldowns()
9090// New retail Automaton magic AI (Needs more information to accurately recreate)
9191void CAutomatonController::setMagicCooldowns ()
9292{
93- switch (PAutomaton->getHead ())
93+ switch (PAutomaton->head ())
9494 {
9595 case AutomatonHead::Harlequin:
9696 {
@@ -156,11 +156,11 @@ auto CAutomatonController::shouldStandBack() const -> bool
156156 return true ;
157157 }
158158 }
159- else if (PAutomaton->getFrame () == AutomatonFrame::Valoredge)
159+ else if (PAutomaton->frame () == AutomatonFrame::Valoredge)
160160 {
161161 return false ;
162162 }
163- else if (PAutomaton->getHead () >= AutomatonHead::Sharpshot)
163+ else if (PAutomaton->head () >= AutomatonHead::Sharpshot)
164164 {
165165 return true ;
166166 }
@@ -278,7 +278,7 @@ auto CAutomatonController::TrySpellcast(const CurrentManeuvers& maneuvers) -> bo
278278 return false ;
279279 }
280280
281- switch (PAutomaton->getHead ())
281+ switch (PAutomaton->head ())
282282 {
283283 case AutomatonHead::Valoredge:
284284 {
@@ -508,7 +508,7 @@ auto CAutomatonController::TryHeal(const CurrentManeuvers& maneuvers) -> bool
508508 }
509509 }
510510
511- if (maneuvers.light && !PCastTarget && PAutomaton->getHead () == AutomatonHead::Soulsoother && PAutomaton->PMaster ->PParty ) // Light + Soulsoother head -> Heal party
511+ if (maneuvers.light && !PCastTarget && PAutomaton->head () == AutomatonHead::Soulsoother && PAutomaton->PMaster ->PParty ) // Light + Soulsoother head -> Heal party
512512 {
513513 // clang-format off
514514 if (PMob)
@@ -632,7 +632,7 @@ auto CAutomatonController::TryElemental(const CurrentManeuvers& maneuvers) -> bo
632632 castPriority.emplace_back (res.first );
633633 }
634634 }
635- else if (PAutomaton->getHead () == AutomatonHead::Spiritreaver)
635+ else if (PAutomaton->head () == AutomatonHead::Spiritreaver)
636636 {
637637 if (maneuvers.thunder )
638638 { // Thunder -> Thunder spells
@@ -725,7 +725,7 @@ auto CAutomatonController::TryEnfeeble(const CurrentManeuvers& maneuvers) -> boo
725725 std::vector<SpellID> castPriority;
726726 std::vector<SpellID> defaultPriority;
727727
728- switch (PAutomaton->getHead ())
728+ switch (PAutomaton->head ())
729729 {
730730 case AutomatonHead::Stormwaker:
731731 {
@@ -1137,7 +1137,7 @@ auto CAutomatonController::TryStatusRemoval(const CurrentManeuvers& maneuvers) -
11371137 }
11381138 }
11391139
1140- if (maneuvers.water && PAutomaton->getHead () == AutomatonHead::Soulsoother && PAutomaton->PMaster ->PParty ) // Water + Soulsoother head -> Remove party's statuses
1140+ if (maneuvers.water && PAutomaton->head () == AutomatonHead::Soulsoother && PAutomaton->PMaster ->PParty ) // Water + Soulsoother head -> Remove party's statuses
11411141 {
11421142 for (auto member : PAutomaton->PMaster ->PParty ->members )
11431143 {
@@ -1179,7 +1179,7 @@ auto CAutomatonController::TryEnhance() -> bool
11791179 return false ;
11801180 }
11811181
1182- if (PAutomaton->getHead () == AutomatonHead::Spiritreaver)
1182+ if (PAutomaton->head () == AutomatonHead::Spiritreaver)
11831183 {
11841184 return Cast (PAutomaton->targid , SpellID::Dread_Spikes);
11851185 }
@@ -1500,7 +1500,7 @@ auto CAutomatonController::TryTPMove() -> bool
15001500 // load the skills that the automaton has access to with it's skill
15011501 SKILLTYPE skilltype = SKILL_AUTOMATON_MELEE ;
15021502
1503- if (PAutomaton->getFrame () == AutomatonFrame::Sharpshot)
1503+ if (PAutomaton->frame () == AutomatonFrame::Sharpshot)
15041504 {
15051505 skilltype = SKILL_AUTOMATON_RANGED ;
15061506 }
@@ -1584,9 +1584,9 @@ auto CAutomatonController::TryTPMove() -> bool
15841584
15851585auto CAutomatonController::TryRangedAttack () -> bool // TODO: Find the animation for its ranged attack
15861586{
1587- if (PAutomaton->getFrame () == AutomatonFrame::Sharpshot)
1587+ if (PAutomaton->frame () == AutomatonFrame::Sharpshot)
15881588 {
1589- timer::duration minDelay = PAutomaton->getHead () == AutomatonHead::Sharpshot ? 5s : 10s;
1589+ timer::duration minDelay = PAutomaton->head () == AutomatonHead::Sharpshot ? 5s : 10s;
15901590 timer::duration attackTime = m_rangedCooldown - std::chrono::seconds (PAutomaton->getMod (Mod::AUTO_RANGED_DELAY ));
15911591
15921592 if (m_rangedCooldown > 0s && m_Tick > m_LastRangedTime + std::max (attackTime, minDelay))
@@ -1700,7 +1700,7 @@ void LoadAutomatonSpellList()
17001700bool CanUseSpell (CAutomatonEntity* PCaster, SpellID spellid)
17011701{
17021702 const AutomatonSpell& PSpell = autoSpellList[spellid];
1703- return ((PCaster->GetSkill (SKILL_AUTOMATON_MAGIC ) >= PSpell.skilllevel ) && (PSpell.heads & (1 << ((uint8)PCaster->getHead () - 1 ))));
1703+ return ((PCaster->GetSkill (SKILL_AUTOMATON_MAGIC ) >= PSpell.skilllevel ) && (PSpell.heads & (1 << ((uint8)PCaster->head () - 1 ))));
17041704}
17051705
17061706bool CanUseEnfeeble (CBattleEntity* PTarget, SpellID spell)
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