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Diffstat (limited to 'src/server/game/AI/ScriptedAI')
-rw-r--r--src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp28
1 files changed, 11 insertions, 17 deletions
diff --git a/src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp b/src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp
index ecc44114f85..ca6290d1379 100644
--- a/src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp
+++ b/src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp
@@ -141,13 +141,13 @@ void EscortAI::MovementInform(uint32 type, uint32 id)
}
else if (type == WAYPOINT_MOTION_TYPE)
{
- ASSERT(id < _path.nodes.size(), "EscortAI::MovementInform: referenced movement id (%u) points to non-existing node in loaded path (%s)", id, me->GetGUID().ToString().c_str());
- WaypointNode waypoint = _path.nodes[id];
+ ASSERT(id < _path.Nodes.size(), "EscortAI::MovementInform: referenced movement id (%u) points to non-existing node in loaded path (%s)", id, me->GetGUID().ToString().c_str());
+ WaypointNode waypoint = _path.Nodes[id];
- TC_LOG_DEBUG("scripts.ai.escortai", "EscortAI::MovementInform: waypoint node {} reached ({})", waypoint.id, me->GetGUID().ToString());
+ TC_LOG_DEBUG("scripts.ai.escortai", "EscortAI::MovementInform: waypoint node {} reached ({})", waypoint.Id, me->GetGUID().ToString());
// last point
- if (id == _path.nodes.size() - 1)
+ if (id == _path.Nodes.size() - 1)
{
_started = false;
_ended = true;
@@ -264,20 +264,14 @@ void EscortAI::AddWaypoint(uint32 id, float x, float y, float z, float orientati
Trinity::NormalizeMapCoord(x);
Trinity::NormalizeMapCoord(y);
- WaypointNode waypoint;
- waypoint.id = id;
- waypoint.x = x;
- waypoint.y = y;
- waypoint.z = z;
- waypoint.orientation = orientation;
- waypoint.moveType = run ? WAYPOINT_MOVE_TYPE_RUN : WAYPOINT_MOVE_TYPE_WALK;
- waypoint.delay = waitTime.count();
- _path.nodes.push_back(std::move(waypoint));
+ WaypointNode waypoint(id, x, y, z, orientation, waitTime.count());
+ waypoint.MoveType = run ? WaypointMoveType::Run : WaypointMoveType::Walk;
+ _path.Nodes.push_back(std::move(waypoint));
}
void EscortAI::ResetPath()
{
- _path.nodes.clear();
+ _path.Nodes.clear();
}
void EscortAI::LoadPath(uint32 pathId)
@@ -294,7 +288,7 @@ void EscortAI::LoadPath(uint32 pathId)
/// @todo get rid of this many variables passed in function.
void EscortAI::Start(bool isActiveAttacker /* = true*/, ObjectGuid playerGUID /* = 0 */, Quest const* quest /* = nullptr */, bool instantRespawn /* = false */, bool canLoopPath /* = false */)
{
- if (_path.nodes.empty())
+ if (_path.Nodes.empty())
{
TC_LOG_ERROR("scripts.ai.escortai", "EscortAI::Start: (script: {}) path is empty ({})", me->GetScriptName(), me->GetGUID().ToString());
return;
@@ -319,7 +313,7 @@ void EscortAI::Start(bool isActiveAttacker /* = true*/, ObjectGuid playerGUID /*
return;
}
- if (_path.nodes.empty())
+ if (_path.Nodes.empty())
{
TC_LOG_ERROR("scripts.ai.escortai", "EscortAI::Start: (script: {}) is set to return home after waypoint end and instant respawn at waypoint end. Creature will never despawn ({})", me->GetScriptName(), me->GetGUID().ToString());
return;
@@ -348,7 +342,7 @@ void EscortAI::Start(bool isActiveAttacker /* = true*/, ObjectGuid playerGUID /*
}
TC_LOG_DEBUG("scripts.ai.escortai", "EscortAI::Start: (script: {}) started with {} waypoints. ActiveAttacker = {}, Player = {} ({})",
- me->GetScriptName(), uint32(_path.nodes.size()), _activeAttacker, _playerGUID.ToString(), me->GetGUID().ToString());
+ me->GetScriptName(), uint32(_path.Nodes.size()), _activeAttacker, _playerGUID.ToString(), me->GetGUID().ToString());
_started = false;
AddEscortState(STATE_ESCORT_ESCORTING);