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authorShauren <shauren.trinity@gmail.com>2020-09-04 13:38:24 +0200
committerShauren <shauren.trinity@gmail.com>2020-09-04 13:38:24 +0200
commitb23190393248455f04d3a06def030a1ec7efad1e (patch)
tree1ce3772314492dcdb985641269a3114813d4b4dc /src/server/game/AI/ScriptedAI
parentb20acfe701e6f5f995f2776f076d3c494c02e1aa (diff)
Core/Misc: Port all the refactors sneaked in master to 3.3.5 include cleanup port
Diffstat (limited to 'src/server/game/AI/ScriptedAI')
-rw-r--r--src/server/game/AI/ScriptedAI/ScriptedCreature.cpp4
-rw-r--r--src/server/game/AI/ScriptedAI/ScriptedCreature.h6
-rw-r--r--src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp4
-rw-r--r--src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp2
-rw-r--r--src/server/game/AI/ScriptedAI/ScriptedFollowerAI.h4
5 files changed, 8 insertions, 12 deletions
diff --git a/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp b/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp
index ee6d0770604..ae30dcca730 100644
--- a/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp
+++ b/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp
@@ -548,7 +548,7 @@ bool BossAI::CanAIAttack(Unit const* target) const
return CheckBoundary(target);
}
-void BossAI::_DespawnAtEvade(Seconds delayToRespawn, Creature* who)
+void BossAI::_DespawnAtEvade(Seconds delayToRespawn /*= 30s*/, Creature* who /*= nullptr*/)
{
if (delayToRespawn < Seconds(2))
{
@@ -566,7 +566,7 @@ void BossAI::_DespawnAtEvade(Seconds delayToRespawn, Creature* who)
return;
}
- who->DespawnOrUnsummon(0, Seconds(delayToRespawn));
+ who->DespawnOrUnsummon(0, delayToRespawn);
if (instance && who == me)
instance->SetBossState(_bossId, FAIL);
diff --git a/src/server/game/AI/ScriptedAI/ScriptedCreature.h b/src/server/game/AI/ScriptedAI/ScriptedCreature.h
index c255f97ae24..28d40b24856 100644
--- a/src/server/game/AI/ScriptedAI/ScriptedCreature.h
+++ b/src/server/game/AI/ScriptedAI/ScriptedCreature.h
@@ -19,7 +19,7 @@
#define SCRIPTEDCREATURE_H_
#include "CreatureAI.h"
-#include "Creature.h" // convenience include for scripts, all uses of ScriptedCreature also need Creature (except ScriptedCreature itself doesn't need Creature)
+#include "Creature.h" // convenience include for scripts, all uses of ScriptedCreature also need Creature (except ScriptedCreature itself doesn't need Creature)
#include "DBCEnums.h"
#include "TaskScheduler.h"
@@ -90,7 +90,7 @@ public:
void DespawnAll();
template <typename T>
- void DespawnIf(T const &predicate)
+ void DespawnIf(T const& predicate)
{
storage_.remove_if(predicate);
}
@@ -364,7 +364,7 @@ class TC_GAME_API BossAI : public ScriptedAI
void _EnterCombat();
void _JustDied();
void _JustReachedHome();
- void _DespawnAtEvade(Seconds delayToRespawn, Creature* who = nullptr);
+ void _DespawnAtEvade(Seconds delayToRespawn, Creature* who = nullptr);
void _DespawnAtEvade(uint32 delayToRespawn = 30, Creature* who = nullptr) { _DespawnAtEvade(Seconds(delayToRespawn), who); }
void TeleportCheaters();
diff --git a/src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp b/src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp
index b8b9fb065d4..79919e46397 100644
--- a/src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp
+++ b/src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp
@@ -109,11 +109,9 @@ void EscortAI::JustDied(Unit* /*killer*/)
if (Group* group = player->GetGroup())
{
for (GroupReference* groupRef = group->GetFirstMember(); groupRef != nullptr; groupRef = groupRef->next())
- {
if (Player* member = groupRef->GetSource())
if (member->IsInMap(player))
member->FailQuest(_escortQuest->GetQuestId());
- }
}
else
player->FailQuest(_escortQuest->GetQuestId());
@@ -170,11 +168,9 @@ bool EscortAI::IsPlayerOrGroupInRange()
if (Group* group = player->GetGroup())
{
for (GroupReference* groupRef = group->GetFirstMember(); groupRef != nullptr; groupRef = groupRef->next())
- {
if (Player* member = groupRef->GetSource())
if (me->IsWithinDistInMap(member, GetMaxPlayerDistance()))
return true;
- }
}
else if (me->IsWithinDistInMap(player, GetMaxPlayerDistance()))
return true;
diff --git a/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp b/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp
index 5c6884dc026..30cec2a814d 100644
--- a/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp
+++ b/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp
@@ -270,7 +270,7 @@ void FollowerAI::MovementInform(uint32 motionType, uint32 pointId)
}
}
-void FollowerAI::StartFollow(Player* player, uint32 factionForFollower, const Quest* quest)
+void FollowerAI::StartFollow(Player* player, uint32 factionForFollower, Quest const* quest)
{
if (me->GetVictim())
{
diff --git a/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.h b/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.h
index 0212d8e61d3..39c5da0e8ae 100644
--- a/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.h
+++ b/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.h
@@ -55,7 +55,7 @@ class TC_GAME_API FollowerAI : public ScriptedAI
void UpdateAI(uint32) override; //the "internal" update, calls UpdateFollowerAI()
virtual void UpdateFollowerAI(uint32); //used when it's needed to add code in update (abilities, scripted events, etc)
- void StartFollow(Player* player, uint32 factionForFollower = 0, const Quest* quest = nullptr);
+ void StartFollow(Player* player, uint32 factionForFollower = 0, Quest const* quest = nullptr);
void SetFollowPaused(bool bPaused); //if special event require follow mode to hold/resume during the follow
void SetFollowComplete(bool bWithEndEvent = false);
@@ -75,7 +75,7 @@ class TC_GAME_API FollowerAI : public ScriptedAI
uint32 m_uiUpdateFollowTimer;
uint32 m_uiFollowState;
- const Quest* m_pQuestForFollow; //normally we have a quest
+ Quest const* m_pQuestForFollow; //normally we have a quest
};
#endif