[7667] Add to CreatureAI field pointing to creature itself. Use it instead diff. fields in subclases. Author: VladimirMangos

Also send pointer to AI constructors ans mark constructors as explicit.

    This changes allow move now some generic often used AI code to CreatureAI helper functions.

--HG--
branch : trunk
This commit is contained in:
megamage
2009-04-14 19:54:49 -05:00
parent 4f4c6aeaf5
commit 3a65800218
15 changed files with 289 additions and 294 deletions

View File

@@ -50,18 +50,18 @@ ReactorAI::IsVisible(Unit *) const
void
ReactorAI::UpdateAI(const uint32 /*time_diff*/)
{
// update i_victimGuid if i_creature.getVictim() !=0 and changed
// update i_victimGuid if m_creature->getVictim() !=0 and changed
if(!UpdateVictim())
return;
i_victimGuid = i_creature.getVictim()->GetGUID();
i_victimGuid = m_creature->getVictim()->GetGUID();
if( i_creature.isAttackReady() )
if( m_creature->isAttackReady() )
{
if( i_creature.IsWithinMeleeRange(i_creature.getVictim()))
if( m_creature->IsWithinMeleeRange(m_creature->getVictim()))
{
i_creature.AttackerStateUpdate(i_creature.getVictim());
i_creature.resetAttackTimer();
m_creature->AttackerStateUpdate(m_creature->getVictim());
m_creature->resetAttackTimer();
}
}
}
@@ -69,49 +69,49 @@ ReactorAI::UpdateAI(const uint32 /*time_diff*/)
void
ReactorAI::EnterEvadeMode()
{
if( !i_creature.isAlive() )
if( !m_creature->isAlive() )
{
DEBUG_LOG("Creature stoped attacking cuz his dead [guid=%u]", i_creature.GetGUIDLow());
i_creature.GetMotionMaster()->MovementExpired();
i_creature.GetMotionMaster()->MoveIdle();
DEBUG_LOG("Creature stoped attacking cuz his dead [guid=%u]", m_creature->GetGUIDLow());
m_creature->GetMotionMaster()->MovementExpired();
m_creature->GetMotionMaster()->MoveIdle();
i_victimGuid = 0;
i_creature.CombatStop();
i_creature.DeleteThreatList();
m_creature->CombatStop();
m_creature->DeleteThreatList();
return;
}
Unit* victim = ObjectAccessor::GetUnit(i_creature, i_victimGuid );
Unit* victim = ObjectAccessor::GetUnit(*m_creature, i_victimGuid );
if( !victim )
{
DEBUG_LOG("Creature stopped attacking because victim is non exist [guid=%u]", i_creature.GetGUIDLow());
DEBUG_LOG("Creature stopped attacking because victim is non exist [guid=%u]", m_creature->GetGUIDLow());
}
else if( victim->HasStealthAura() )
{
DEBUG_LOG("Creature stopped attacking cuz his victim is stealth [guid=%u]", i_creature.GetGUIDLow());
DEBUG_LOG("Creature stopped attacking cuz his victim is stealth [guid=%u]", m_creature->GetGUIDLow());
}
else if( victim->isInFlight() )
{
DEBUG_LOG("Creature stopped attacking cuz his victim is fly away [guid=%u]", i_creature.GetGUIDLow());
DEBUG_LOG("Creature stopped attacking cuz his victim is fly away [guid=%u]", m_creature->GetGUIDLow());
}
else
{
DEBUG_LOG("Creature stopped attacking due to target %s [guid=%u]", victim->isAlive() ? "out run him" : "is dead", i_creature.GetGUIDLow());
DEBUG_LOG("Creature stopped attacking due to target %s [guid=%u]", victim->isAlive() ? "out run him" : "is dead", m_creature->GetGUIDLow());
}
i_creature.RemoveAllAuras();
i_creature.DeleteThreatList();
m_creature->RemoveAllAuras();
m_creature->DeleteThreatList();
i_victimGuid = 0;
i_creature.CombatStop();
i_creature.SetLootRecipient(NULL);
m_creature->CombatStop();
m_creature->SetLootRecipient(NULL);
if(!i_creature.GetCharmerOrOwner())
if(!m_creature->GetCharmerOrOwner())
{
// Remove TargetedMovementGenerator from MotionMaster stack list, and add HomeMovementGenerator instead
if( i_creature.GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE )
i_creature.GetMotionMaster()->MoveTargetedHome();
if( m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE )
m_creature->GetMotionMaster()->MoveTargetedHome();
}
else if (i_creature.GetOwner() && i_creature.GetOwner()->isAlive())
i_creature.GetMotionMaster()->MoveFollow(i_creature.GetOwner(),PET_FOLLOW_DIST,PET_FOLLOW_ANGLE);
else if (m_creature->GetOwner() && m_creature->GetOwner()->isAlive())
m_creature->GetMotionMaster()->MoveFollow(m_creature->GetOwner(),PET_FOLLOW_DIST,PET_FOLLOW_ANGLE);
}