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https://github.com/araxiaonline/TrinityCore.git
synced 2026-06-23 23:20:09 -04:00
Core/AI: Code style and cleanups
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@@ -26,7 +26,7 @@ EndScriptData */
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#include "ScriptPCH.h"
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#include "ScriptedSimpleAI.h"
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SimpleAI::SimpleAI(Creature *c) : ScriptedAI(c)
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SimpleAI::SimpleAI(Creature* c) : ScriptedAI(c)
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{
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//Clear all data
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Aggro_TextId[0] = 0;
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@@ -63,7 +63,7 @@ void SimpleAI::Reset()
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{
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}
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void SimpleAI::EnterCombat(Unit *who)
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void SimpleAI::EnterCombat(Unit* who)
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{
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//Reset cast timers
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if (Spell[0].First_Cast >= 0)
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@@ -123,36 +123,36 @@ void SimpleAI::KilledUnit(Unit* victim)
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if (!Kill_Spell)
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return;
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Unit *pTarget = NULL;
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Unit* target = NULL;
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switch (Kill_Target_Type)
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{
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case CAST_SELF:
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pTarget = me;
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target = me;
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break;
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case CAST_HOSTILE_TARGET:
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pTarget = me->getVictim();
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target = me->getVictim();
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break;
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case CAST_HOSTILE_SECOND_AGGRO:
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pTarget = SelectTarget(SELECT_TARGET_TOPAGGRO, 1);
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target = SelectTarget(SELECT_TARGET_TOPAGGRO, 1);
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break;
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case CAST_HOSTILE_LAST_AGGRO:
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pTarget = SelectTarget(SELECT_TARGET_BOTTOMAGGRO, 0);
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target = SelectTarget(SELECT_TARGET_BOTTOMAGGRO, 0);
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break;
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case CAST_HOSTILE_RANDOM:
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pTarget = SelectTarget(SELECT_TARGET_RANDOM, 0);
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target = SelectTarget(SELECT_TARGET_RANDOM, 0);
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break;
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case CAST_KILLEDUNIT_VICTIM:
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pTarget = victim;
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target = victim;
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break;
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}
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//Target is ok, cast a spell on it
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if (pTarget)
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DoCast(pTarget, Kill_Spell);
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if (target)
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DoCast(target, Kill_Spell);
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}
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void SimpleAI::DamageTaken(Unit* killer, uint32 &damage)
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void SimpleAI::DamageTaken(Unit* killer, uint32& damage)
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{
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//Return if damage taken won't kill us
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if (me->GetHealth() > damage)
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@@ -171,33 +171,33 @@ void SimpleAI::DamageTaken(Unit* killer, uint32 &damage)
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if (!Death_Spell)
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return;
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Unit *pTarget = NULL;
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Unit* target = NULL;
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switch (Death_Target_Type)
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{
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case CAST_SELF:
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pTarget = me;
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target = me;
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break;
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case CAST_HOSTILE_TARGET:
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pTarget = me->getVictim();
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target = me->getVictim();
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break;
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case CAST_HOSTILE_SECOND_AGGRO:
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pTarget = SelectTarget(SELECT_TARGET_TOPAGGRO, 1);
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target = SelectTarget(SELECT_TARGET_TOPAGGRO, 1);
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break;
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case CAST_HOSTILE_LAST_AGGRO:
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pTarget = SelectTarget(SELECT_TARGET_BOTTOMAGGRO, 0);
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target = SelectTarget(SELECT_TARGET_BOTTOMAGGRO, 0);
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break;
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case CAST_HOSTILE_RANDOM:
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pTarget = SelectTarget(SELECT_TARGET_RANDOM, 0);
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target = SelectTarget(SELECT_TARGET_RANDOM, 0);
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break;
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case CAST_JUSTDIED_KILLER:
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pTarget = killer;
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target = killer;
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break;
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}
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//Target is ok, cast a spell on it
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if (pTarget)
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DoCast(pTarget, Death_Spell);
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if (target)
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DoCast(target, Death_Spell);
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}
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void SimpleAI::UpdateAI(const uint32 diff)
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@@ -222,34 +222,34 @@ void SimpleAI::UpdateAI(const uint32 diff)
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//Check Current spell
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if (!(Spell[i].InterruptPreviousCast && me->IsNonMeleeSpellCasted(false)))
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{
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Unit *pTarget = NULL;
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Unit* target = NULL;
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switch (Spell[i].Cast_Target_Type)
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{
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case CAST_SELF:
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pTarget = me;
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target = me;
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break;
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case CAST_HOSTILE_TARGET:
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pTarget = me->getVictim();
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target = me->getVictim();
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break;
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case CAST_HOSTILE_SECOND_AGGRO:
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pTarget = SelectTarget(SELECT_TARGET_TOPAGGRO, 1);
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target = SelectTarget(SELECT_TARGET_TOPAGGRO, 1);
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break;
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case CAST_HOSTILE_LAST_AGGRO:
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pTarget = SelectTarget(SELECT_TARGET_BOTTOMAGGRO, 0);
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target = SelectTarget(SELECT_TARGET_BOTTOMAGGRO, 0);
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break;
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case CAST_HOSTILE_RANDOM:
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pTarget = SelectTarget(SELECT_TARGET_RANDOM, 0);
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target = SelectTarget(SELECT_TARGET_RANDOM, 0);
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break;
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}
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//Target is ok, cast a spell on it and then do our random yell
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if (pTarget)
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if (target)
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{
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if (me->IsNonMeleeSpellCasted(false))
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me->InterruptNonMeleeSpells(false);
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DoCast(pTarget, Spell[i].Spell_Id);
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DoCast(target, Spell[i].Spell_Id);
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//Yell and sound use the same number so that you can make
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//the Creature yell with the correct sound effect attached
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@@ -257,7 +257,7 @@ void SimpleAI::UpdateAI(const uint32 diff)
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//Random yell
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if (Spell[i].TextId[random_text])
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DoScriptText(Spell[i].TextId[random_text], me, pTarget);
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DoScriptText(Spell[i].TextId[random_text], me, target);
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//Random sound
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if (Spell[i].Text_Sound[random_text])
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