diff options
| author | ariel- <ariel-@users.noreply.github.com> | 2017-03-28 01:52:49 -0300 |
|---|---|---|
| committer | funjoker <funjoker109@gmail.com> | 2020-04-24 17:18:51 +0200 |
| commit | 3f79c9f69674618a7d7e2bf8484f9ec6ce15b2df (patch) | |
| tree | e60a82d47f39fe491801dfb0ad1fb9560d11dd9d /src/server/scripts | |
| parent | 124b014f403bca147b8a7edaba6e90aee5c57e5f (diff) | |
Core/AI: AreaBoundary refactor
- Added an auxiliary function IsInBounds to base CreatureAI
- Changed container to vector. Set had no sense because we're storing new pointers, they have different addresses even if the boundary is the same
(cherry picked from commit 2f99fa09c9bacbad376d7a296c3311f94ec8a552)
Diffstat (limited to 'src/server/scripts')
| -rw-r--r-- | src/server/scripts/Northrend/AzjolNerub/AzjolNerub/boss_anubarak.cpp | 11 |
1 files changed, 1 insertions, 10 deletions
diff --git a/src/server/scripts/Northrend/AzjolNerub/AzjolNerub/boss_anubarak.cpp b/src/server/scripts/Northrend/AzjolNerub/AzjolNerub/boss_anubarak.cpp index f00f96660a8..9112fd9ccd2 100644 --- a/src/server/scripts/Northrend/AzjolNerub/AzjolNerub/boss_anubarak.cpp +++ b/src/server/scripts/Northrend/AzjolNerub/AzjolNerub/boss_anubarak.cpp @@ -483,15 +483,6 @@ class npc_anubarak_anub_ar_assassin : public CreatureScript { npc_anubarak_anub_ar_assassinAI(Creature* creature) : npc_anubarak_pet_template(creature, false), _backstabTimer(6 * IN_MILLISECONDS) { } - bool IsInBounds(Position const& jumpTo, CreatureBoundary const* boundary) - { - if (!boundary) - return true; - for (AreaBoundary const* it : *boundary) - if (!it->IsWithinBoundary(&jumpTo)) - return false; - return true; - } Position GetRandomPositionAround(Creature* anubarak) { static float DISTANCE_MIN = 10.0f; @@ -508,7 +499,7 @@ class npc_anubarak_anub_ar_assassin : public CreatureScript Position jumpTo; do jumpTo = GetRandomPositionAround(anubarak); - while (!IsInBounds(jumpTo, boundary)); + while (!CreatureAI::IsInBounds(boundary, &jumpTo)); me->GetMotionMaster()->MoveJump(jumpTo, 40.0f, 40.0f); DoCastSelf(SPELL_ASSASSIN_VISUAL, true); } |
