EventMap: Change GetTimeUntilEvent to return std::chrono types

This commit is contained in:
Carbenium
2020-07-25 16:46:43 +02:00
committed by Peter Keresztes Schmidt
parent b9795e4482
commit 8cb35b0d5f
6 changed files with 22 additions and 21 deletions

View File

@@ -185,7 +185,8 @@ public:
switch (eventId)
{
case EVENT_IMPALE:
if (events.GetTimeUntilEvent(EVENT_LOCUST) < 5 * IN_MILLISECONDS) break; // don't chain impale tank -> locust swarm
if (events.GetTimeUntilEvent(EVENT_LOCUST) < 5s)
break; // don't chain impale tank -> locust swarm
if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0))
DoCast(target, SPELL_IMPALE);
else

View File

@@ -877,7 +877,7 @@ class boss_leviathan_mk_ii : public CreatureScript
DoCastVictim(SPELL_SCRIPT_EFFECT_PLASMA_BLAST);
events.RescheduleEvent(EVENT_PLASMA_BLAST, 30s, 45s, 0, PHASE_LEVIATHAN_MK_II);
if (events.GetTimeUntilEvent(EVENT_NAPALM_SHELL) < 9000)
if (events.GetTimeUntilEvent(EVENT_NAPALM_SHELL) < 9s)
events.RescheduleEvent(EVENT_NAPALM_SHELL, 9s, 0, PHASE_LEVIATHAN_MK_II); // The actual spell is cast by the turret, we should not let it interrupt itself.
break;
case EVENT_SHOCK_BLAST:
@@ -892,7 +892,7 @@ class boss_leviathan_mk_ii : public CreatureScript
DoCastAOE(SPELL_FORCE_CAST_NAPALM_SHELL);
events.RescheduleEvent(EVENT_NAPALM_SHELL, 6s, 15s, 0, PHASE_LEVIATHAN_MK_II);
if (events.GetTimeUntilEvent(EVENT_PLASMA_BLAST) < 2000)
if (events.GetTimeUntilEvent(EVENT_PLASMA_BLAST) < 2s)
events.RescheduleEvent(EVENT_PLASMA_BLAST, 2s, 0, PHASE_LEVIATHAN_MK_II); // The actual spell is cast by the turret, we should not let it interrupt itself.
break;
case EVENT_MOVE_POINT_2:

View File

@@ -915,8 +915,8 @@ struct boss_illidan_stormrage : public BossAI
if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0, 150.0f, true))
DoCast(target, SPELL_DARK_BARRAGE);
events.RescheduleEvent(EVENT_EYE_BLAST, Seconds(5), GROUP_PHASE_2);
uint32 currentTime = events.GetTimeUntilEvent(EVENT_FLY_TO_RANDOM_PILLAR);
events.RescheduleEvent(EVENT_FLY_TO_RANDOM_PILLAR, Seconds(currentTime) + Seconds(30), GROUP_PHASE_2);
Milliseconds currentTime = events.GetTimeUntilEvent(EVENT_FLY_TO_RANDOM_PILLAR);
events.RescheduleEvent(EVENT_FLY_TO_RANDOM_PILLAR, currentTime + 30s, GROUP_PHASE_2);
break;
}
case EVENT_FIREBALL: