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game/AI: Convert SelectAggroTarget to enum class (#24818)
* game/AI: Convert SelectAggroTarget to enum class
* game/AI: Rename SelectAggroTarget to SelectTargetMethod
(cherry picked from commit 418c3b1fd5)
This commit is contained in:
committed by
Shauren
parent
aa409f8993
commit
c4098897a8
@@ -2686,10 +2686,10 @@ void SmartScript::GetTargets(ObjectVector& targets, SmartScriptHolder const& e,
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{
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if (e.target.hostilRandom.powerType)
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{
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if (Unit* u = me->AI()->SelectTarget(SELECT_TARGET_MAXTHREAT, 1, PowerUsersSelector(me, Powers(e.target.hostilRandom.powerType - 1), float(e.target.hostilRandom.maxDist), e.target.hostilRandom.playerOnly != 0)))
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if (Unit* u = me->AI()->SelectTarget(SelectTargetMethod::MaxThreat, 1, PowerUsersSelector(me, Powers(e.target.hostilRandom.powerType - 1), float(e.target.hostilRandom.maxDist), e.target.hostilRandom.playerOnly != 0)))
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targets.push_back(u);
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}
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else if (Unit* u = me->AI()->SelectTarget(SELECT_TARGET_MAXTHREAT, 1, float(e.target.hostilRandom.maxDist), e.target.hostilRandom.playerOnly != 0))
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else if (Unit* u = me->AI()->SelectTarget(SelectTargetMethod::MaxThreat, 1, float(e.target.hostilRandom.maxDist), e.target.hostilRandom.playerOnly != 0))
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targets.push_back(u);
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}
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break;
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@@ -2698,10 +2698,10 @@ void SmartScript::GetTargets(ObjectVector& targets, SmartScriptHolder const& e,
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{
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if (e.target.hostilRandom.powerType)
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{
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if (Unit* u = me->AI()->SelectTarget(SELECT_TARGET_MINTHREAT, 0, PowerUsersSelector(me, Powers(e.target.hostilRandom.powerType - 1), float(e.target.hostilRandom.maxDist), e.target.hostilRandom.playerOnly != 0)))
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if (Unit* u = me->AI()->SelectTarget(SelectTargetMethod::MinThreat, 0, PowerUsersSelector(me, Powers(e.target.hostilRandom.powerType - 1), float(e.target.hostilRandom.maxDist), e.target.hostilRandom.playerOnly != 0)))
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targets.push_back(u);
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}
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else if (Unit* u = me->AI()->SelectTarget(SELECT_TARGET_MINTHREAT, 0, float(e.target.hostilRandom.maxDist), e.target.hostilRandom.playerOnly != 0))
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else if (Unit* u = me->AI()->SelectTarget(SelectTargetMethod::MinThreat, 0, float(e.target.hostilRandom.maxDist), e.target.hostilRandom.playerOnly != 0))
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targets.push_back(u);
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}
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break;
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@@ -2710,10 +2710,10 @@ void SmartScript::GetTargets(ObjectVector& targets, SmartScriptHolder const& e,
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{
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if (e.target.hostilRandom.powerType)
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{
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if (Unit* u = me->AI()->SelectTarget(SELECT_TARGET_RANDOM, 0, PowerUsersSelector(me, Powers(e.target.hostilRandom.powerType - 1), float(e.target.hostilRandom.maxDist), e.target.hostilRandom.playerOnly != 0)))
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if (Unit* u = me->AI()->SelectTarget(SelectTargetMethod::Random, 0, PowerUsersSelector(me, Powers(e.target.hostilRandom.powerType - 1), float(e.target.hostilRandom.maxDist), e.target.hostilRandom.playerOnly != 0)))
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targets.push_back(u);
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}
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else if (Unit* u = me->AI()->SelectTarget(SELECT_TARGET_RANDOM, 0, float(e.target.hostilRandom.maxDist), e.target.hostilRandom.playerOnly != 0))
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else if (Unit* u = me->AI()->SelectTarget(SelectTargetMethod::Random, 0, float(e.target.hostilRandom.maxDist), e.target.hostilRandom.playerOnly != 0))
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targets.push_back(u);
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}
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break;
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@@ -2722,17 +2722,17 @@ void SmartScript::GetTargets(ObjectVector& targets, SmartScriptHolder const& e,
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{
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if (e.target.hostilRandom.powerType)
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{
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if (Unit* u = me->AI()->SelectTarget(SELECT_TARGET_RANDOM, 1, PowerUsersSelector(me, Powers(e.target.hostilRandom.powerType - 1), float(e.target.hostilRandom.maxDist), e.target.hostilRandom.playerOnly != 0)))
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if (Unit* u = me->AI()->SelectTarget(SelectTargetMethod::Random, 1, PowerUsersSelector(me, Powers(e.target.hostilRandom.powerType - 1), float(e.target.hostilRandom.maxDist), e.target.hostilRandom.playerOnly != 0)))
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targets.push_back(u);
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}
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else if (Unit* u = me->AI()->SelectTarget(SELECT_TARGET_RANDOM, 1, float(e.target.hostilRandom.maxDist), e.target.hostilRandom.playerOnly != 0))
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else if (Unit* u = me->AI()->SelectTarget(SelectTargetMethod::Random, 1, float(e.target.hostilRandom.maxDist), e.target.hostilRandom.playerOnly != 0))
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targets.push_back(u);
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}
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break;
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case SMART_TARGET_FARTHEST:
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if (me)
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{
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if (Unit* u = me->AI()->SelectTarget(SELECT_TARGET_MAXDISTANCE, 0, FarthestTargetSelector(me, float(e.target.farthest.maxDist), e.target.farthest.playerOnly != 0, e.target.farthest.isInLos != 0)))
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if (Unit* u = me->AI()->SelectTarget(SelectTargetMethod::MaxDistance, 0, FarthestTargetSelector(me, float(e.target.farthest.maxDist), e.target.farthest.playerOnly != 0, e.target.farthest.isInLos != 0)))
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targets.push_back(u);
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}
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break;
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