mirror of
https://github.com/araxiaonline/TrinityCore.git
synced 2026-06-17 13:39:46 -04:00
Core/AI: variable naming standarization
plus minimum codestyle changes
This commit is contained in:
@@ -40,9 +40,9 @@ enum Points
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};
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FollowerAI::FollowerAI(Creature* creature) : ScriptedAI(creature),
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m_uiUpdateFollowTimer(2500),
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m_uiFollowState(STATE_FOLLOW_NONE),
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m_pQuestForFollow(nullptr)
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_updateFollowTimer(2500),
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_followState(STATE_FOLLOW_NONE),
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_questForFollow(nullptr)
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{ }
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void FollowerAI::AttackStart(Unit* who)
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@@ -127,7 +127,7 @@ void FollowerAI::MoveInLineOfSight(Unit* who)
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void FollowerAI::JustDied(Unit* /*killer*/)
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{
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if (!HasFollowState(STATE_FOLLOW_INPROGRESS) || !m_uiLeaderGUID || !m_pQuestForFollow)
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if (!HasFollowState(STATE_FOLLOW_INPROGRESS) || !_leaderGUID || !_questForFollow)
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return;
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/// @todo need a better check for quests with time limit.
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@@ -138,16 +138,16 @@ void FollowerAI::JustDied(Unit* /*killer*/)
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for (GroupReference* groupRef = group->GetFirstMember(); groupRef != nullptr; groupRef = groupRef->next())
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if (Player* member = groupRef->GetSource())
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if (member->IsInMap(player))
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member->FailQuest(m_pQuestForFollow->GetQuestId());
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member->FailQuest(_questForFollow->GetQuestId());
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}
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else
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player->FailQuest(m_pQuestForFollow->GetQuestId());
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player->FailQuest(_questForFollow->GetQuestId());
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}
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}
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void FollowerAI::JustAppeared()
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{
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m_uiFollowState = STATE_FOLLOW_NONE;
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_followState = STATE_FOLLOW_NONE;
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if (!IsCombatMovementAllowed())
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SetCombatMovement(true);
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@@ -189,7 +189,7 @@ void FollowerAI::UpdateAI(uint32 uiDiff)
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{
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if (HasFollowState(STATE_FOLLOW_INPROGRESS) && !me->GetVictim())
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{
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if (m_uiUpdateFollowTimer <= uiDiff)
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if (_updateFollowTimer <= uiDiff)
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{
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if (HasFollowState(STATE_FOLLOW_COMPLETE) && !HasFollowState(STATE_FOLLOW_POSTEVENT))
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{
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@@ -237,10 +237,10 @@ void FollowerAI::UpdateAI(uint32 uiDiff)
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return;
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}
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m_uiUpdateFollowTimer = 1000;
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_updateFollowTimer = 1000;
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}
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else
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m_uiUpdateFollowTimer -= uiDiff;
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_updateFollowTimer -= uiDiff;
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}
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UpdateFollowerAI(uiDiff);
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@@ -286,12 +286,12 @@ void FollowerAI::StartFollow(Player* player, uint32 factionForFollower, Quest co
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}
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//set variables
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m_uiLeaderGUID = player->GetGUID();
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_leaderGUID = player->GetGUID();
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if (factionForFollower)
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me->SetFaction(factionForFollower);
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m_pQuestForFollow = quest;
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_questForFollow = quest;
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if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == WAYPOINT_MOTION_TYPE)
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{
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@@ -306,12 +306,12 @@ void FollowerAI::StartFollow(Player* player, uint32 factionForFollower, Quest co
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me->GetMotionMaster()->MoveFollow(player, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
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TC_LOG_DEBUG("scripts", "FollowerAI start follow %s (%s)", player->GetName().c_str(), m_uiLeaderGUID.ToString().c_str());
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TC_LOG_DEBUG("scripts", "FollowerAI start follow %s (%s)", player->GetName().c_str(), _leaderGUID.ToString().c_str());
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}
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Player* FollowerAI::GetLeaderForFollower()
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{
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if (Player* player = ObjectAccessor::GetPlayer(*me, m_uiLeaderGUID))
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if (Player* player = ObjectAccessor::GetPlayer(*me, _leaderGUID))
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{
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if (player->IsAlive())
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return player;
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@@ -325,7 +325,7 @@ Player* FollowerAI::GetLeaderForFollower()
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if (member && me->IsWithinDistInMap(member, MAX_PLAYER_DISTANCE) && member->IsAlive())
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{
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TC_LOG_DEBUG("scripts", "FollowerAI GetLeader changed and returned new leader.");
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m_uiLeaderGUID = member->GetGUID();
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_leaderGUID = member->GetGUID();
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return member;
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}
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}
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