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authorSeyden <saiifii@live.de>2022-12-27 16:39:05 +0100
committerGitHub <noreply@github.com>2022-12-27 16:39:05 +0100
commit61c51b76c00d932a9180bc6781a244dc18375ef7 (patch)
tree291da8d7ade7f1eb9663007550c84936a51f21d3 /src/server/game/AI/ScriptedAI
parent8e6842b8b6c12a1a7537909ceea386a215250b89 (diff)
Core/Creatures: Implement StringId for Creatures, a custom identifier to make finding specific creatures in script easier (#28500)
Allows targeting specific spawns without hardcoding guids or find a bunch of different creatures with a single search Co-authored-by: Shauren <shauren.trinity@gmail.com>
Diffstat (limited to 'src/server/game/AI/ScriptedAI')
-rw-r--r--src/server/game/AI/ScriptedAI/ScriptedCreature.h11
1 files changed, 11 insertions, 0 deletions
diff --git a/src/server/game/AI/ScriptedAI/ScriptedCreature.h b/src/server/game/AI/ScriptedAI/ScriptedCreature.h
index a6037edf291..d8d3a356c06 100644
--- a/src/server/game/AI/ScriptedAI/ScriptedCreature.h
+++ b/src/server/game/AI/ScriptedAI/ScriptedCreature.h
@@ -391,6 +391,11 @@ inline Creature* GetClosestCreatureWithEntry(WorldObject* source, uint32 entry,
return source->FindNearestCreature(entry, maxSearchRange, alive);
}
+inline Creature* GetClosestCreatureWithOptions(WorldObject* source, float maxSearchRange, FindCreatureOptions const& options)
+{
+ return source->FindNearestCreatureWithOptions(maxSearchRange, options);
+}
+
inline GameObject* GetClosestGameObjectWithEntry(WorldObject* source, uint32 entry, float maxSearchRange, bool spawnedOnly = true)
{
return source->FindNearestGameObject(entry, maxSearchRange, spawnedOnly);
@@ -403,6 +408,12 @@ inline void GetCreatureListWithEntryInGrid(Container& container, WorldObject* so
}
template <typename Container>
+inline void GetCreatureListWithOptionsInGrid(Container& container, WorldObject* source, float maxSearchRange, FindCreatureOptions const& options)
+{
+ source->GetCreatureListWithOptionsInGrid(container, maxSearchRange, options);
+}
+
+template <typename Container>
inline void GetGameObjectListWithEntryInGrid(Container& container, WorldObject* source, uint32 entry, float maxSearchRange)
{
source->GetGameObjectListWithEntryInGrid(container, entry, maxSearchRange);