// // Created by marob on 12/20/2023. // #include "Actor.h" u_long Actor::Id() const { return static_cast(this->lsObject->GetMember("ID").Int64); } std::string Actor::Name() const { return this->lsObject->GetMember("Name").CharPtr; } std::string Actor::LastName() const { return this->lsObject->GetMember("LastName").CharPtr; } int Actor::HealthPercentage() const { return this->lsObject->GetMember("Health").Int; } int Actor::PowerPercentage() const { return this->lsObject->GetMember("Power").Int; } int Actor::Level() const { return this->lsObject->GetMember("Level").Int; } int Actor::EffectiveLevel() const { return this->lsObject->GetMember("EffectiveLevel").Int; } u_int Actor::TintFlags() const { return this->lsObject->GetMember("TintFlags").Int; } std::string Actor::VisualVariant() const { return {this->lsObject->GetMember("VisualVariant").CharPtr}; } std::string Actor::Mood() const { return {this->lsObject->GetMember("Mood").CharPtr}; } std::string Actor::CurrentAnimation() const { return {this->lsObject->GetMember("CurrentAnimation").CharPtr}; } std::string Actor::Overlay() const { return {this->lsObject->GetMember("Overlay").CharPtr}; } std::string Actor::Aura() const { return {this->lsObject->GetMember("Aura").CharPtr}; } std::string Actor::Guild() const { return {this->lsObject->GetMember("Guild").CharPtr}; } std::string Actor::Type() const { return {this->lsObject->GetMember("Type").CharPtr}; } std::string Actor::SuffixTitle() const { return {this->lsObject->GetMember("SuffixTitle").CharPtr}; } std::string Actor::ConColor() const { return {this->lsObject->GetMember("ConColor").CharPtr}; } std::string Actor::RawConColor() const { // TODO: Modify to accept a parameter & pass in the string 'raw' return {this->lsObject->GetMember("RawConColor").CharPtr}; } std::string Actor::FactionStanding() const { return {this->lsObject->GetMember("FactionStanding").CharPtr}; } int Actor::Faction() const { return this->lsObject->GetMember("Faction").Int; } Actor Actor::Target() const { return Actor(make_shared(LSObject(this->lsObject->GetMember("Target")))); } Actor Actor::Pet() const { return Actor(make_shared(LSObject(this->lsObject->GetMember("Pet")))); } int Actor::ThreatToPet() const { return this->lsObject->GetMember("ThreatToPet").Int; } int Actor::ThreatToMe() const { return this->lsObject->GetMember("ThreatToMe").Int; } int Actor::ThreatToNext() const { return this->lsObject->GetMember("ThreatToNext").Int; } float Actor::Distance() const { return this->lsObject->GetMember("Distance").Float; } float Actor::Distance2d() const { return this->lsObject->GetMember("Distance2D").Float; } float Actor::X() const { return this->lsObject->GetMember("X").Float; } float Actor::Y() const { return this->lsObject->GetMember("Y").Float; } float Actor::Z() const { return this->lsObject->GetMember("Z").Float; } std::string Actor::Race() const { return {this->lsObject->GetMember("Race").CharPtr}; } std::string Actor::Class() const { return {this->lsObject->GetMember("Class").CharPtr}; } std::string Actor::Gender() const { return {this->lsObject->GetMember("Gender").CharPtr}; } Point3f Actor::Location() const { return Point3f(make_shared(LSObject(this->lsObject->GetMember("Location")))); } float Actor::Heading() const { return this->lsObject->GetMember("Heading").Float; } string Actor::HeadingToAsString() const { return this->lsObject->GetMember("HeadingTo", "AsString").CharPtr; } Point3f Actor::Velocity() const { return Point3f(make_shared(LSObject(this->lsObject->GetMember("Velocity")))); } bool Actor::CheckCollision() const { return this->lsObject->GetMember("CheckCollision").Int; } bool Actor::CheckCollision(const float toX, const float toY, const float toZ) const { return this->lsObject->GetMember("CheckCollision", toX, toY, toZ).Int; } float Actor::TargetRingRadius() const { return this->lsObject->GetMember("TargetRingRadius").Float; } float Actor::CollisionRadius() const { return this->lsObject->GetMember("CollisionRadius").Float; } float Actor::CollisionScale() const { return this->lsObject->GetMember("CollisionScale").Float; } u_long Actor::WhoFollowingId() const { return this->lsObject->GetMember("WhoFollowingID").Int64; } string Actor::WhoFollowingName() const { return this->lsObject->GetMember("WhoFollowing").CharPtr; } float Actor::Speed() const { return this->lsObject->GetMember("Speed").Float; } float Actor::SwimmingSpeedModifier() const { return this->lsObject->GetMember("SwimmingSpeedMod").Float; } bool Actor::InMyGroup() const { return this->lsObject->GetMember("InMyGroup").Int; } bool Actor::Interactable() const { return this->lsObject->GetMember("Interactable").Int; } bool Actor::OnFlyingMount() const { return this->lsObject->GetMember("OnFlyingMount").Int; } bool Actor::FlyingUsingMount() const { return this->lsObject->GetMember("FlyingUsingMount").Int; } bool Actor::IsChest() const { return this->lsObject->GetMember("IsChest").Int; } bool Actor::IsBanker() const { return this->lsObject->GetMember("IsBanker").Int; } bool Actor::IsMerchant() const { return this->lsObject->GetMember("IsMerchant").Int; } bool Actor::IsAPet() const { return this->lsObject->GetMember("IsAPet").Int; } bool Actor::IsMyPet() const { return this->lsObject->GetMember("IsMyPet").Int; } bool Actor::IsAfk() const { return this->lsObject->GetMember("IsAFK").Int; } bool Actor::IsLfw() const { return this->lsObject->GetMember("IsLFW").Int; } bool Actor::IsLfg() const { return this->lsObject->GetMember("IsLFG").Int; } bool Actor::IsLinkdead() const { return this->lsObject->GetMember("IsLinkdead").Int; } bool Actor::IsCamping() const { return this->lsObject->GetMember("IsCamping").Int; } bool Actor::IsLocked() const { return this->lsObject->GetMember("IsLocked").Int; } bool Actor::IsAggro() const { return this->lsObject->GetMember("IsAggro").Int; } bool Actor::IsSolo() const { return this->lsObject->GetMember("IsSolo").Int; } bool Actor::IsHeroic() const { return this->lsObject->GetMember("IsHeroic").Int; } bool Actor::IsEpic() const { return this->lsObject->GetMember("IsEpic").Int; } bool Actor::IsNamed() const { return this->lsObject->GetMember("IsNamed").Int; } bool Actor::IsSwimming() const { return this->lsObject->GetMember("IsSwimming").Int; } bool Actor::IsEncounterBroken() const { return this->lsObject->GetMember("IsEncounterBroken").Int; } bool Actor::IsInvisible() const { return this->lsObject->GetMember("IsInvisible").Int; } bool Actor::IsClimbing() const { return this->lsObject->GetMember("IsClimbing").Int; } bool Actor::IsJumping() const { return this->lsObject->GetMember("IsJumping").Int; } bool Actor::IsFalling() const { return this->lsObject->GetMember("IsFalling").Int; } bool Actor::IsFD() const { return this->lsObject->GetMember("IsFD").Int; } bool Actor::IsDead() const { return this->lsObject->GetMember("IsDead").Int; } bool Actor::IsRooted() const { return this->lsObject->GetMember("IsRooted").Int; } bool Actor::CanTurn() const { return this->lsObject->GetMember("CanTurn").Int; } bool Actor::InCombatMode() const { return this->lsObject->GetMember("InCombatMode").Int; } bool Actor::IsCrouching() const { return this->lsObject->GetMember("IsCrouching").Int; } bool Actor::IsSitting() const { return this->lsObject->GetMember("IsSitting").Int; } bool Actor::OnCarpet() const { return this->lsObject->GetMember("OnCarpet").Int; } bool Actor::OnHorse() const { return this->lsObject->GetMember("OnHorse").Int; } bool Actor::ONGriphon() const { return this->lsObject->GetMember("OnGriphon").Int; } bool Actor::IsRunning() const { return this->lsObject->GetMember("IsRunning").Int; } bool Actor::IsWalking() const { return this->lsObject->GetMember("IsWalking").Int; } bool Actor::IsSprinting() const { return this->lsObject->GetMember("IsSprinting").Int; } bool Actor::IsBackingUp() const { return this->lsObject->GetMember("IsBackingUp").Int; } bool Actor::IsStrafingLeft() const { return this->lsObject->GetMember("IsStrafingLeft").Int; } bool Actor::IsStrafingRight() const { return this->lsObject->GetMember("IsStrafingRight").Int; } bool Actor::IsIdle() const { return this->lsObject->GetMember("IsIdle").Int; } int Actor::EncounterSize() const { return this->lsObject->GetMember("EncounterSize").Int; } int Actor::Difficulty() const { return this->lsObject->GetMember("Difficulty").Int; } int Actor::IsInSameEncounter(const u_long id) const { return this->lsObject->GetMember("IsInSameEncounter", id).Int; } int Actor::RaidSize() const { return this->lsObject->GetMember("RaidSize").Int; } string Actor::TagTargetNumber() const { return this->lsObject->GetMember("TagTargetNumber").CharPtr; } string Actor::TagTargetIcon() const { return this->lsObject->GetMember("TagTargetIcon").CharPtr; } int Actor::EffectCount() const { return this->lsObject->GetMember("EffectCount").Int; } void Actor::DoubleClick() const { this->lsObject->CallMethod("DoubleClick"); } void Actor::WaypointTo() const { this->lsObject->CallMethod("WaypointTo"); } void Actor::DoFace() const { this->lsObject->CallMethod("DoFace"); } void Actor::DoTarget() const { this->lsObject->CallMethod("DoTarget"); } void Actor::AddLocation(const string ¬es) const { this->lsObject->CallMethod("Location", "Add", notes); } void Actor::DeleteLocation() const { this->lsObject->CallMethod("Location", "Delete"); } void Actor::RequesteffectsInfo() const { this->lsObject->CallMethod("RequesteffectsInfo"); }