Scripts/SmartAI: Some clean-up work:

- NULL -> nullptr
- Rename "AssistPlayerInCombat(who)" to "AssistPlayerInCombatAgainst(who)" to reflect what the method actually does
- Code style

No functionality was changed.

(cherry picked from commit 152b3ad5b9)

# Conflicts:
#	src/server/game/AI/SmartScripts/SmartAI.cpp
#	src/server/game/AI/SmartScripts/SmartScript.cpp
This commit is contained in:
treeston
2016-08-05 12:41:56 +02:00
committed by joschiwald
parent 5515ff683f
commit 8d7ab10efa
8 changed files with 84 additions and 112 deletions

View File

@@ -66,7 +66,7 @@ void npc_escortAI::AttackStart(Unit* who)
}
//see followerAI
bool npc_escortAI::AssistPlayerInCombat(Unit* who)
bool npc_escortAI::AssistPlayerInCombatAgainst(Unit* who)
{
if (!who || !who->GetVictim())
return false;
@@ -107,7 +107,7 @@ void npc_escortAI::MoveInLineOfSight(Unit* who)
{
if (me->HasReactState(REACT_AGGRESSIVE) && !me->HasUnitState(UNIT_STATE_STUNNED) && who->isTargetableForAttack() && who->isInAccessiblePlaceFor(me))
{
if (HasEscortState(STATE_ESCORT_ESCORTING) && AssistPlayerInCombat(who))
if (HasEscortState(STATE_ESCORT_ESCORTING) && AssistPlayerInCombatAgainst(who))
return;
if (!me->CanFly() && me->GetDistanceZ(who) > CREATURE_Z_ATTACK_RANGE)

View File

@@ -109,7 +109,7 @@ struct TC_GAME_API npc_escortAI : public ScriptedAI
Player* GetPlayerForEscort() { return ObjectAccessor::GetPlayer(*me, m_uiPlayerGUID); }
private:
bool AssistPlayerInCombat(Unit* who);
bool AssistPlayerInCombatAgainst(Unit* who);
bool IsPlayerOrGroupInRange();
void FillPointMovementListForCreature();

View File

@@ -63,7 +63,7 @@ void FollowerAI::AttackStart(Unit* who)
//This part provides assistance to a player that are attacked by who, even if out of normal aggro range
//It will cause me to attack who that are attacking _any_ player (which has been confirmed may happen also on offi)
//The flag (type_flag) is unconfirmed, but used here for further research and is a good candidate.
bool FollowerAI::AssistPlayerInCombat(Unit* who)
bool FollowerAI::AssistPlayerInCombatAgainst(Unit* who)
{
if (!who || !who->GetVictim())
return false;
@@ -104,7 +104,7 @@ void FollowerAI::MoveInLineOfSight(Unit* who)
{
if (me->HasReactState(REACT_AGGRESSIVE) && !me->HasUnitState(UNIT_STATE_STUNNED) && who->isTargetableForAttack() && who->isInAccessiblePlaceFor(me))
{
if (HasFollowState(STATE_FOLLOW_INPROGRESS) && AssistPlayerInCombat(who))
if (HasFollowState(STATE_FOLLOW_INPROGRESS) && AssistPlayerInCombatAgainst(who))
return;
if (!me->CanFly() && me->GetDistanceZ(who) > CREATURE_Z_ATTACK_RANGE)

View File

@@ -69,7 +69,7 @@ class TC_GAME_API FollowerAI : public ScriptedAI
void AddFollowState(uint32 uiFollowState) { m_uiFollowState |= uiFollowState; }
void RemoveFollowState(uint32 uiFollowState) { m_uiFollowState &= ~uiFollowState; }
bool AssistPlayerInCombat(Unit* who);
bool AssistPlayerInCombatAgainst(Unit* who);
ObjectGuid m_uiLeaderGUID;
uint32 m_uiUpdateFollowTimer;