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-rw-r--r--src/game/UnitAI.cpp21
1 files changed, 16 insertions, 5 deletions
diff --git a/src/game/UnitAI.cpp b/src/game/UnitAI.cpp
index 0404a284b29..7ff4a74b522 100644
--- a/src/game/UnitAI.cpp
+++ b/src/game/UnitAI.cpp
@@ -83,23 +83,34 @@ bool UnitAI::DoSpellAttackIfReady(uint32 spell)
}
// default predicate function to select target based on distance, player and/or aura criteria
-struct DefaultTargetSelector : public std::unary_function<Unit *, bool> {
+struct DefaultTargetSelector : public std::unary_function<Unit *, bool>
+{
const Unit *me;
float m_dist;
bool m_playerOnly;
int32 m_aura;
// pUnit: the reference unit
- // dist: if 0: ignored, if not 0: maximum distance to the reference unit
+ // dist: if 0: ignored, if > 0: maximum distance to the reference unit, if < 0: minimum distance to the reference unit
// playerOnly: self explaining
// aura: if 0: ignored, if > 0: the target shall have the aura, if < 0, the target shall NOT have the aura
DefaultTargetSelector(const Unit *pUnit, float dist, bool playerOnly, int32 aura) : me(pUnit), m_dist(dist), m_playerOnly(playerOnly), m_aura(aura) {}
- bool operator() (const Unit *pTarget) {
- if (m_playerOnly && (!pTarget || pTarget->GetTypeId() != TYPEID_PLAYER))
+ bool operator() (const Unit *pTarget)
+ {
+ if (!me)
+ return false;
+
+ if (!pTarget)
+ return false;
+
+ if (m_playerOnly && (pTarget->GetTypeId() != TYPEID_PLAYER))
+ return false;
+
+ if (m_dist > 0.0f && !me->IsWithinCombatRange(pTarget, m_dist))
return false;
- if (m_dist && (!me || !pTarget || !me->IsWithinCombatRange(pTarget, m_dist)))
+ if (m_dist < 0.0f && me->IsWithinCombatRange(pTarget, -m_dist))
return false;
if (m_aura)