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authorBenjamin Jackson <38561765+heyitsbench@users.noreply.github.com>2024-09-03 13:41:31 -0400
committerGitHub <noreply@github.com>2024-09-03 14:41:31 -0300
commit1edac37ac37dfbfdc5f4d1ba36140dc077f06236 (patch)
tree3fcc7413a65a54e9e9508388a1b2991484c14d4f /src/server/game/AI/CreatureAI.cpp
parente3e4133e883f13a880a7281b66488ee529cf392e (diff)
refactor(Core): Make more use of helpers. (#19835)
* Init. * Reword. * Update codestyle script. Co-Authored-By: Kitzunu <24550914+Kitzunu@users.noreply.github.com> * Add gameobject type ID check, reorder checks. * Add helper/codestyle check for unit type. * `IsUnit()` -> `IsCreature()` * Add `IsUnit()` method. * Use type mask. https: //github.com/TrinityCore/TrinityCore/commit/cc71da35b5dc74abf71f8691161525a23d870bb5 Co-Authored-By: Giacomo Pozzoni <giacomopoz@gmail.com> Co-Authored-By: Ovahlord <18347559+Ovahlord@users.noreply.github.com> * Replace instances of `isType` with `IsUnit`. --------- Co-authored-by: Kitzunu <24550914+Kitzunu@users.noreply.github.com> Co-authored-by: Giacomo Pozzoni <giacomopoz@gmail.com> Co-authored-by: Ovahlord <18347559+Ovahlord@users.noreply.github.com>
Diffstat (limited to 'src/server/game/AI/CreatureAI.cpp')
-rw-r--r--src/server/game/AI/CreatureAI.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/server/game/AI/CreatureAI.cpp b/src/server/game/AI/CreatureAI.cpp
index 1f97131cb1..52c1da79d7 100644
--- a/src/server/game/AI/CreatureAI.cpp
+++ b/src/server/game/AI/CreatureAI.cpp
@@ -107,7 +107,7 @@ void CreatureAI::DoZoneInCombat(Creature* creature /*= nullptr*/, float maxRange
Map* map = creature->GetMap();
if (!map->IsDungeon()) //use IsDungeon instead of Instanceable, in case battlegrounds will be instantiated
{
- LOG_ERROR("entities.unit.ai", "DoZoneInCombat call for map {} that isn't a dungeon (creature entry = {})", map->GetId(), creature->GetTypeId() == TYPEID_UNIT ? creature->ToCreature()->GetEntry() : 0);
+ LOG_ERROR("entities.unit.ai", "DoZoneInCombat call for map {} that isn't a dungeon (creature entry = {})", map->GetId(), creature->IsCreature() ? creature->ToCreature()->GetEntry() : 0);
return;
}
@@ -175,10 +175,10 @@ void CreatureAI::MoveInLineOfSight(Unit* who)
void CreatureAI::TriggerAlert(Unit const* who) const
{
// If there's no target, or target isn't a player do nothing
- if (!who || who->GetTypeId() != TYPEID_PLAYER)
+ if (!who || !who->IsPlayer())
return;
// If this unit isn't an NPC, is already distracted, is in combat, is confused, stunned or fleeing, do nothing
- if (me->GetTypeId() != TYPEID_UNIT || me->IsEngaged() || me->HasUnitState(UNIT_STATE_CONFUSED | UNIT_STATE_STUNNED | UNIT_STATE_FLEEING | UNIT_STATE_DISTRACTED))
+ if (!me->IsCreature() || me->IsEngaged() || me->HasUnitState(UNIT_STATE_CONFUSED | UNIT_STATE_STUNNED | UNIT_STATE_FLEEING | UNIT_STATE_DISTRACTED))
return;
// Only alert for hostiles!
if (me->IsCivilian() || me->HasReactState(REACT_PASSIVE) || !me->IsHostileTo(who) || !me->_IsTargetAcceptable(who))