diff options
| author | Shauren <shauren.trinity@gmail.com> | 2020-09-04 13:38:24 +0200 |
|---|---|---|
| committer | Shauren <shauren.trinity@gmail.com> | 2020-09-04 13:38:24 +0200 |
| commit | b23190393248455f04d3a06def030a1ec7efad1e (patch) | |
| tree | 1ce3772314492dcdb985641269a3114813d4b4dc /src/server/game/AI/ScriptedAI | |
| parent | b20acfe701e6f5f995f2776f076d3c494c02e1aa (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')
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 |
