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-rw-r--r--src/server/game/AI/CreatureAI.cpp2
-rw-r--r--src/server/game/AI/CreatureAI.h2
-rw-r--r--src/server/game/AI/ScriptedAI/ScriptedCreature.h2
3 files changed, 4 insertions, 2 deletions
diff --git a/src/server/game/AI/CreatureAI.cpp b/src/server/game/AI/CreatureAI.cpp
index c254a9124c1..44098586e5f 100644
--- a/src/server/game/AI/CreatureAI.cpp
+++ b/src/server/game/AI/CreatureAI.cpp
@@ -350,7 +350,7 @@ int32 CreatureAI::VisualizeBoundary(uint32 duration, Unit* owner, bool fill) con
return boundsWarning ? LANG_CREATURE_MOVEMENT_MAYBE_UNBOUNDED : 0;
}
-bool CreatureAI::CheckBoundary(Position* who) const
+bool CreatureAI::CheckBoundary(Position const* who) const
{
if (!who)
who = me;
diff --git a/src/server/game/AI/CreatureAI.h b/src/server/game/AI/CreatureAI.h
index f250a79ea25..239fda577a7 100644
--- a/src/server/game/AI/CreatureAI.h
+++ b/src/server/game/AI/CreatureAI.h
@@ -79,7 +79,7 @@ class CreatureAI : public UnitAI
Creature* DoSummon(uint32 entry, WorldObject* obj, float radius = 5.0f, uint32 despawnTime = 30000, TempSummonType summonType = TEMPSUMMON_CORPSE_TIMED_DESPAWN);
Creature* DoSummonFlyer(uint32 entry, WorldObject* obj, float flightZ, float radius = 5.0f, uint32 despawnTime = 30000, TempSummonType summonType = TEMPSUMMON_CORPSE_TIMED_DESPAWN);
- bool CheckBoundary(Position* who = nullptr) const;
+ bool CheckBoundary(Position const* who = nullptr) const;
void SetBoundary(CreatureBoundary const* boundary) { _boundary = boundary; me->DoImmediateBoundaryCheck(); }
public:
enum EvadeReason
diff --git a/src/server/game/AI/ScriptedAI/ScriptedCreature.h b/src/server/game/AI/ScriptedAI/ScriptedCreature.h
index 448ddc7dc73..5a3107cff5d 100644
--- a/src/server/game/AI/ScriptedAI/ScriptedCreature.h
+++ b/src/server/game/AI/ScriptedAI/ScriptedCreature.h
@@ -360,6 +360,8 @@ class BossAI : public ScriptedAI
void JustDied(Unit* /*killer*/) override { _JustDied(); }
void JustReachedHome() override { _JustReachedHome(); }
+ bool CanAIAttack(Unit const* target) const override { return CheckBoundary(target); }
+
protected:
void _Reset();
void _EnterCombat();