diff options
| author | ccrs <ccrs@users.noreply.github.com> | 2019-05-15 01:33:55 +0200 |
|---|---|---|
| committer | Shauren <shauren.trinity@gmail.com> | 2021-12-05 16:17:02 +0100 |
| commit | dd11603150e73ebaf94100af65625b3cbfb1093e (patch) | |
| tree | 554ea305e67c783cde0a6d1cc43d48eb8ac3ab9b /src/server/game/AI/SmartScripts | |
| parent | 6efb8d2d22f65b5267033366c502455c3c13286e (diff) | |
Core/AI: variable naming standarization
plus minimum codestyle changes
(cherry picked from commit 179c7da1fc264b1444aa50632317e16dca02f78b)
Diffstat (limited to 'src/server/game/AI/SmartScripts')
| -rw-r--r-- | src/server/game/AI/SmartScripts/SmartAI.cpp | 172 | ||||
| -rw-r--r-- | src/server/game/AI/SmartScripts/SmartAI.h | 59 |
2 files changed, 115 insertions, 116 deletions
diff --git a/src/server/game/AI/SmartScripts/SmartAI.cpp b/src/server/game/AI/SmartScripts/SmartAI.cpp index 868d773dce0..4218ca172ae 100644 --- a/src/server/game/AI/SmartScripts/SmartAI.cpp +++ b/src/server/game/AI/SmartScripts/SmartAI.cpp @@ -30,17 +30,17 @@ #include "ScriptMgr.h" #include "Vehicle.h" -SmartAI::SmartAI(Creature* creature, uint32 scriptId) : CreatureAI(creature, scriptId), mIsCharmed(false), mFollowCreditType(0), mFollowArrivedTimer(0), mFollowCredit(0), mFollowArrivedEntry(0), mFollowDist(0.f), mFollowAngle(0.f), +SmartAI::SmartAI(Creature* creature, uint32 scriptId) : CreatureAI(creature, scriptId), _charmed(false), _followCreditType(0), _followArrivedTimer(0), _followCredit(0), _followArrivedEntry(0), _followDistance(0.f), _followAngle(0.f), _escortState(SMART_ESCORT_NONE), _escortNPCFlags(0), _escortInvokerCheckTimer(1000), _currentWaypointNode(0), _waypointReached(false), _waypointPauseTimer(0), _waypointPauseForced(false), _repeatWaypointPath(false), - _OOCReached(false), _waypointPathEnded(false), mRun(true), mEvadeDisabled(false), mCanAutoAttack(true), mCanCombatMove(true), mInvincibilityHpLevel(0), mDespawnTime(0), mDespawnState(0), mConditionsTimer(0), - _gossipReturn(false), mEscortQuestID(0) + _OOCReached(false), _waypointPathEnded(false), _run(true), _evadeDisabled(false), _canAutoAttack(true), _canCombatMove(true), _invincibilityHPLevel(0), _despawnTime(0), _despawnState(0), _vehicleConditionsTimer(0), + _gossipReturn(false), _escortQuestId(0) { - mHasConditions = sConditionMgr->HasConditionsForNotGroupedEntry(CONDITION_SOURCE_TYPE_CREATURE_TEMPLATE_VEHICLE, creature->GetEntry()); + _vehicleConditions = sConditionMgr->HasConditionsForNotGroupedEntry(CONDITION_SOURCE_TYPE_CREATURE_TEMPLATE_VEHICLE, creature->GetEntry()); } bool SmartAI::IsAIControlled() const { - return !mIsCharmed; + return !_charmed; } void SmartAI::StartPath(bool run/* = false*/, uint32 pathId/* = 0*/, bool repeat/* = false*/, Unit* invoker/* = nullptr*/, uint32 nodeId/* = 1*/) @@ -102,7 +102,7 @@ bool SmartAI::LoadPath(uint32 entry) { Trinity::NormalizeMapCoord(waypoint.x); Trinity::NormalizeMapCoord(waypoint.y); - waypoint.moveType = mRun ? WAYPOINT_MOVE_TYPE_RUN : WAYPOINT_MOVE_TYPE_WALK; + waypoint.moveType = _run ? WAYPOINT_MOVE_TYPE_RUN : WAYPOINT_MOVE_TYPE_WALK; } GetScript()->SetPathId(entry); @@ -133,7 +133,7 @@ void SmartAI::PausePath(uint32 delay, bool forced) if (forced) { _waypointPauseForced = forced; - SetRun(mRun); + SetRun(_run); me->PauseMovement(); me->SetHomePosition(me->GetPosition()); } @@ -152,7 +152,7 @@ void SmartAI::StopPath(uint32 DespawnTime, uint32 quest, bool fail) if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == WAYPOINT_MOTION_TYPE) waypointInfo = me->GetCurrentWaypointInfo(); - if (mDespawnState != 2) + if (_despawnState != 2) SetDespawnTime(DespawnTime); me->GetMotionMaster()->MoveIdle(); @@ -164,16 +164,16 @@ void SmartAI::StopPath(uint32 DespawnTime, uint32 quest, bool fail) { if (waypointInfo.first) GetScript()->ProcessEventsFor(SMART_EVENT_WAYPOINT_ENDED, nullptr, waypointInfo.first, waypointInfo.second); - if (mDespawnState == 1) + if (_despawnState == 1) StartDespawn(); } return; } if (quest) - mEscortQuestID = quest; + _escortQuestId = quest; - if (mDespawnState != 2) + if (_despawnState != 2) SetDespawnTime(DespawnTime); me->GetMotionMaster()->MoveIdle(); @@ -196,16 +196,16 @@ void SmartAI::EndPath(bool fail) } ObjectVector const* targets = GetScript()->GetStoredTargetVector(SMART_ESCORT_TARGETS, *me); - if (targets && mEscortQuestID) + if (targets && _escortQuestId) { if (targets->size() == 1 && GetScript()->IsPlayer((*targets->begin()))) { Player* player = targets->front()->ToPlayer(); if (!fail && player->IsAtGroupRewardDistance(me) && !player->HasCorpse()) - player->GroupEventHappens(mEscortQuestID, me); + player->GroupEventHappens(_escortQuestId, me); if (fail) - player->FailQuest(mEscortQuestID); + player->FailQuest(_escortQuestId); if (Group* group = player->GetGroup()) { @@ -216,9 +216,9 @@ void SmartAI::EndPath(bool fail) continue; if (!fail && groupGuy->IsAtGroupRewardDistance(me) && !groupGuy->HasCorpse()) - groupGuy->AreaExploredOrEventHappens(mEscortQuestID); + groupGuy->AreaExploredOrEventHappens(_escortQuestId); else if (fail) - groupGuy->FailQuest(mEscortQuestID); + groupGuy->FailQuest(_escortQuestId); } } } @@ -230,9 +230,9 @@ void SmartAI::EndPath(bool fail) { Player* player = target->ToPlayer(); if (!fail && player->IsAtGroupRewardDistance(me) && !player->HasCorpse()) - player->AreaExploredOrEventHappens(mEscortQuestID); + player->AreaExploredOrEventHappens(_escortQuestId); else if (fail) - player->FailQuest(mEscortQuestID); + player->FailQuest(_escortQuestId); } } } @@ -248,12 +248,12 @@ void SmartAI::EndPath(bool fail) if (_repeatWaypointPath) { if (IsAIControlled()) - StartPath(mRun, GetScript()->GetPathId(), _repeatWaypointPath); + StartPath(_run, GetScript()->GetPathId(), _repeatWaypointPath); } else if (pathid == GetScript()->GetPathId()) // if it's not the same pathid, our script wants to start another path; don't override it GetScript()->SetPathId(0); - if (mDespawnState == 1) + if (_despawnState == 1) StartDespawn(); } @@ -267,7 +267,7 @@ void SmartAI::ResumePath() _waypointReached = false; _waypointPauseTimer = 0; - SetRun(mRun); + SetRun(_run); me->ResumeMovement(); } @@ -296,7 +296,7 @@ void SmartAI::UpdateAI(uint32 diff) if (!UpdateVictim()) return; - if (mCanAutoAttack) + if (_canAutoAttack) DoMeleeAttackIfReady(); } @@ -380,7 +380,7 @@ void SmartAI::WaypointReached(uint32 nodeId, uint32 pathId) if (_currentWaypointNode == _path.nodes.size()) _waypointPathEnded = true; else - SetRun(mRun); + SetRun(_run); } } @@ -410,7 +410,7 @@ void SmartAI::MovementInform(uint32 type, uint32 id) void SmartAI::EnterEvadeMode(EvadeReason /*why*/) { - if (mEvadeDisabled) + if (_evadeDisabled) { GetScript()->ProcessEventsFor(SMART_EVENT_EVADE); return; @@ -429,7 +429,7 @@ void SmartAI::EnterEvadeMode(EvadeReason /*why*/) GetScript()->ProcessEventsFor(SMART_EVENT_EVADE); // must be after _EnterEvadeMode (spells, auras, ...) - SetRun(mRun); + SetRun(_run); if (Unit* owner = me->GetCharmerOrOwner()) { @@ -441,9 +441,9 @@ void SmartAI::EnterEvadeMode(EvadeReason /*why*/) AddEscortState(SMART_ESCORT_RETURNING); ReturnToLastOOCPos(); } - else if (Unit* target = !mFollowGuid.IsEmpty() ? ObjectAccessor::GetUnit(*me, mFollowGuid) : nullptr) + else if (Unit* target = !_followGUID.IsEmpty() ? ObjectAccessor::GetUnit(*me, _followGUID) : nullptr) { - me->GetMotionMaster()->MoveFollow(target, mFollowDist, mFollowAngle); + me->GetMotionMaster()->MoveFollow(target, _followDistance, _followAngle); // evade is not cleared in MoveFollow, so we can't keep it me->ClearUnitState(UNIT_STATE_EVADE); } @@ -517,8 +517,8 @@ void SmartAI::InitializeAI() { GetScript()->OnInitialize(me); - mDespawnTime = 0; - mDespawnState = 0; + _despawnTime = 0; + _despawnState = 0; _escortState = SMART_ESCORT_NONE; me->SetVisible(true); @@ -529,13 +529,13 @@ void SmartAI::InitializeAI() GetScript()->OnReset(); } - mFollowGuid.Clear(); // do not reset follower on Reset(), we need it after combat evade - mFollowDist = 0; - mFollowAngle = 0; - mFollowCredit = 0; - mFollowArrivedTimer = 1000; - mFollowArrivedEntry = 0; - mFollowCreditType = 0; + _followGUID.Clear(); // do not reset follower on Reset(), we need it after combat evade + _followDistance = 0; + _followAngle = 0; + _followCredit = 0; + _followArrivedTimer = 1000; + _followArrivedEntry = 0; + _followCreditType = 0; } void SmartAI::JustReachedHome() @@ -590,18 +590,18 @@ void SmartAI::AttackStart(Unit* who) if (!IsAIControlled()) { if (who) - me->Attack(who, mCanAutoAttack); + me->Attack(who, _canAutoAttack); return; } - if (who && me->Attack(who, mCanAutoAttack)) + if (who && me->Attack(who, _canAutoAttack)) { me->GetMotionMaster()->Clear(MOTION_PRIORITY_NORMAL); me->PauseMovement(); - if (mCanCombatMove) + if (_canCombatMove) { - SetRun(mRun); + SetRun(_run); me->GetMotionMaster()->MoveChase(who); } } @@ -624,8 +624,8 @@ void SmartAI::DamageTaken(Unit* doneBy, uint32& damage) if (!IsAIControlled()) // don't allow players to use unkillable units return; - if (mInvincibilityHpLevel && (damage >= me->GetHealth() - mInvincibilityHpLevel)) - damage = me->GetHealth() - mInvincibilityHpLevel; // damage should not be nullified, because of player damage req. + if (_invincibilityHPLevel && (damage >= me->GetHealth() - _invincibilityHPLevel)) + damage = me->GetHealth() - _invincibilityHPLevel; // damage should not be nullified, because of player damage req. } void SmartAI::HealReceived(Unit* doneBy, uint32& addhealth) @@ -672,14 +672,14 @@ void SmartAI::OnCharmed(bool /*isNew*/) EndPath(true); } - mIsCharmed = charmed; + _charmed = charmed; if (!charmed && !me->IsInEvadeMode()) { if (_repeatWaypointPath) - StartPath(mRun, GetScript()->GetPathId(), true); + StartPath(_run, GetScript()->GetPathId(), true); else - me->SetWalk(!mRun); + me->SetWalk(!_run); if (!me->LastCharmerGUID.IsEmpty()) { @@ -718,7 +718,7 @@ ObjectGuid SmartAI::GetGUID(int32 /*id*/) const void SmartAI::SetRun(bool run) { me->SetWalk(!run); - mRun = run; + _run = run; for (auto& node : _path.nodes) node.moveType = run ? WAYPOINT_MOVE_TYPE_RUN : WAYPOINT_MOVE_TYPE_WALK; } @@ -740,7 +740,7 @@ void SmartAI::SetSwim(bool swim) void SmartAI::SetEvadeDisabled(bool disable) { - mEvadeDisabled = disable; + _evadeDisabled = disable; } bool SmartAI::GossipHello(Player* player) @@ -774,10 +774,10 @@ void SmartAI::QuestReward(Player* player, Quest const* quest, LootItemType /*typ void SmartAI::SetCombatMove(bool on) { - if (mCanCombatMove == on) + if (_canCombatMove == on) return; - mCanCombatMove = on; + _canCombatMove = on; if (!IsAIControlled()) return; @@ -791,7 +791,7 @@ void SmartAI::SetCombatMove(bool on) return movement->Mode == MOTION_MODE_DEFAULT && movement->Priority == MOTION_PRIORITY_NORMAL; })) { - SetRun(mRun); + SetRun(_run); me->GetMotionMaster()->MoveChase(me->GetVictim()); } } @@ -811,38 +811,38 @@ void SmartAI::SetFollow(Unit* target, float dist, float angle, uint32 credit, ui return; } - mFollowGuid = target->GetGUID(); - mFollowDist = dist; - mFollowAngle = angle; - mFollowArrivedTimer = 1000; - mFollowCredit = credit; - mFollowArrivedEntry = end; - mFollowCreditType = creditType; - SetRun(mRun); - me->GetMotionMaster()->MoveFollow(target, mFollowDist, mFollowAngle); + _followGUID = target->GetGUID(); + _followDistance = dist; + _followAngle = angle; + _followArrivedTimer = 1000; + _followCredit = credit; + _followArrivedEntry = end; + _followCreditType = creditType; + SetRun(_run); + me->GetMotionMaster()->MoveFollow(target, _followDistance, _followAngle); } void SmartAI::StopFollow(bool complete) { - mFollowGuid.Clear(); - mFollowDist = 0; - mFollowAngle = 0; - mFollowCredit = 0; - mFollowArrivedTimer = 1000; - mFollowArrivedEntry = 0; - mFollowCreditType = 0; + _followGUID.Clear(); + _followDistance = 0; + _followAngle = 0; + _followCredit = 0; + _followArrivedTimer = 1000; + _followArrivedEntry = 0; + _followCreditType = 0; me->GetMotionMaster()->MoveIdle(); if (!complete) return; - Player* player = ObjectAccessor::GetPlayer(*me, mFollowGuid); + Player* player = ObjectAccessor::GetPlayer(*me, _followGUID); if (player) { - if (!mFollowCreditType) - player->RewardPlayerAndGroupAtEvent(mFollowCredit, me); + if (!_followCreditType) + player->RewardPlayerAndGroupAtEvent(_followCredit, me); else - player->GroupEventHappens(mFollowCredit, me); + player->GroupEventHappens(_followCredit, me); } SetDespawnTime(5000); @@ -870,10 +870,10 @@ void SmartAI::OnSpellClick(Unit* clicker, bool spellClickHandled) void SmartAI::CheckConditions(uint32 diff) { - if (!mHasConditions) + if (!_vehicleConditions) return; - if (mConditionsTimer <= diff) + if (_vehicleConditionsTimer <= diff) { if (Vehicle * vehicleKit = me->GetVehicleKit()) { @@ -891,10 +891,10 @@ void SmartAI::CheckConditions(uint32 diff) } } - mConditionsTimer = 1000; + _vehicleConditionsTimer = 1000; } else - mConditionsTimer -= diff; + _vehicleConditionsTimer -= diff; } void SmartAI::UpdatePath(uint32 diff) @@ -906,7 +906,7 @@ void SmartAI::UpdatePath(uint32 diff) { if (!IsEscortInvokerInRange()) { - StopPath(0, mEscortQuestID, true); + StopPath(0, _escortQuestId, true); // allow to properly hook out of range despawn action, which in most cases should perform the same operation as dying GetScript()->ProcessEventsFor(SMART_EVENT_DEATH, me); @@ -950,41 +950,41 @@ void SmartAI::UpdatePath(uint32 diff) void SmartAI::UpdateFollow(uint32 diff) { - if (mFollowGuid.IsEmpty()) + if (!_followGUID.IsEmpty()) { - if (mFollowArrivedTimer < diff) + if (_followArrivedTimer < diff) { - if (me->FindNearestCreature(mFollowArrivedEntry, INTERACTION_DISTANCE, true)) + if (me->FindNearestCreature(_followArrivedEntry, INTERACTION_DISTANCE, true)) { StopFollow(true); return; } - mFollowArrivedTimer = 1000; + _followArrivedTimer = 1000; } else - mFollowArrivedTimer -= diff; + _followArrivedTimer -= diff; } } void SmartAI::UpdateDespawn(uint32 diff) { - if (mDespawnState <= 1 || mDespawnState > 3) + if (_despawnState <= 1 || _despawnState > 3) return; - if (mDespawnTime < diff) + if (_despawnTime < diff) { - if (mDespawnState == 2) + if (_despawnState == 2) { me->SetVisible(false); - mDespawnTime = 5000; - mDespawnState++; + _despawnTime = 5000; + _despawnState++; } else me->DespawnOrUnsummon(); } else - mDespawnTime -= diff; + _despawnTime -= diff; } void SmartGameObjectAI::UpdateAI(uint32 diff) diff --git a/src/server/game/AI/SmartScripts/SmartAI.h b/src/server/game/AI/SmartScripts/SmartAI.h index 801981a676a..26658533b2a 100644 --- a/src/server/game/AI/SmartScripts/SmartAI.h +++ b/src/server/game/AI/SmartScripts/SmartAI.h @@ -62,9 +62,9 @@ class TC_GAME_API SmartAI : public CreatureAI bool HasEscortState(uint32 uiEscortState) const { return (_escortState & uiEscortState) != 0; } void AddEscortState(uint32 uiEscortState) { _escortState |= uiEscortState; } void RemoveEscortState(uint32 uiEscortState) { _escortState &= ~uiEscortState; } - void SetAutoAttack(bool on) { mCanAutoAttack = on; } + void SetAutoAttack(bool on) { _canAutoAttack = on; } void SetCombatMove(bool on); - bool CanCombatMove() { return mCanCombatMove; } + bool CanCombatMove() { return _canCombatMove; } void SetFollow(Unit* target, float dist = 0.0f, float angle = 0.0f, uint32 credit = 0, uint32 end = 0, uint32 creditType = 0); void StopFollow(bool complete); bool IsEscortInvokerInRange(); @@ -75,7 +75,7 @@ class TC_GAME_API SmartAI : public CreatureAI void WaypointPathEnded(uint32 nodeId, uint32 pathId) override; void SetTimedActionList(SmartScriptHolder& e, uint32 entry, Unit* invoker); - SmartScript* GetScript() { return &mScript; } + SmartScript* GetScript() { return &_script; } // Called at reaching home after evade, InitializeAI(), EnterEvadeMode() for resetting variables void JustReachedHome() override; @@ -170,7 +170,7 @@ class TC_GAME_API SmartAI : public CreatureAI void SetEvadeDisabled(bool disable = true); - void SetInvincibilityHpLevel(uint32 level) { mInvincibilityHpLevel = level; } + void SetInvincibilityHpLevel(uint32 level) { _invincibilityHPLevel = level; } bool GossipHello(Player* player) override; bool GossipSelect(Player* player, uint32 menuId, uint32 gossipListId) override; @@ -181,10 +181,10 @@ class TC_GAME_API SmartAI : public CreatureAI void SetDespawnTime (uint32 t) { - mDespawnTime = t; - mDespawnState = t ? 1 : 0; + _despawnTime = t; + _despawnState = t ? 1 : 0; } - void StartDespawn() { mDespawnState = 2; } + void StartDespawn() { _despawnState = 2; } void OnSpellClick(Unit* clicker, bool spellClickHandled) override; @@ -192,7 +192,7 @@ class TC_GAME_API SmartAI : public CreatureAI void SetGossipReturn(bool val) { _gossipReturn = val; } - void SetEscortQuest(uint32 questID) { mEscortQuestID = questID; } + void SetEscortQuest(uint32 questID) { _escortQuestId = questID; } private: bool AssistPlayerInCombatAgainst(Unit* who); @@ -202,16 +202,15 @@ class TC_GAME_API SmartAI : public CreatureAI void UpdateFollow(uint32 diff); void UpdateDespawn(uint32 diff); - SmartScript mScript; - - bool mIsCharmed; - uint32 mFollowCreditType; - uint32 mFollowArrivedTimer; - uint32 mFollowCredit; - uint32 mFollowArrivedEntry; - ObjectGuid mFollowGuid; - float mFollowDist; - float mFollowAngle; + SmartScript _script; + bool _charmed; + uint32 _followCreditType; + uint32 _followArrivedTimer; + uint32 _followCredit; + uint32 _followArrivedEntry; + ObjectGuid _followGUID; + float _followDistance; + float _followAngle; uint32 _escortState; uint32 _escortNPCFlags; @@ -225,23 +224,23 @@ class TC_GAME_API SmartAI : public CreatureAI bool _OOCReached; bool _waypointPathEnded; - bool mRun; - bool mEvadeDisabled; - bool mCanAutoAttack; - bool mCanCombatMove; - uint32 mInvincibilityHpLevel; + bool _run; + bool _evadeDisabled; + bool _canAutoAttack; + bool _canCombatMove; + uint32 _invincibilityHPLevel; - uint32 mDespawnTime; - uint32 mDespawnState; + uint32 _despawnTime; + uint32 _despawnState; // Vehicle conditions - bool mHasConditions; - uint32 mConditionsTimer; + bool _vehicleConditions; + uint32 _vehicleConditionsTimer; // Gossip bool _gossipReturn; - uint32 mEscortQuestID; + uint32 _escortQuestId; }; class TC_GAME_API SmartGameObjectAI : public GameObjectAI @@ -253,7 +252,7 @@ class TC_GAME_API SmartGameObjectAI : public GameObjectAI void UpdateAI(uint32 diff) override; void InitializeAI() override; void Reset() override; - SmartScript* GetScript() { return &mScript; } + SmartScript* GetScript() { return &_script; } static int32 Permissible(GameObject const* /*go*/) { return PERMIT_BASE_NO; } bool GossipHello(Player* player) override; @@ -274,7 +273,7 @@ class TC_GAME_API SmartGameObjectAI : public GameObjectAI void SetGossipReturn(bool val) { _gossipReturn = val; } private: - SmartScript mScript; + SmartScript _script; // Gossip bool _gossipReturn; |
