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https://github.com/araxiaonline/TrinityCore.git
synced 2026-06-13 19:53:02 -04:00
Core/AI: logs, codestyle & cosmetics standarization
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@@ -125,9 +125,7 @@ void SummonList::DoActionImpl(int32 action, StorageType const& summons)
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}
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}
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ScriptedAI::ScriptedAI(Creature* creature) : CreatureAI(creature),
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IsFleeing(false),
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_isCombatMovementAllowed(true)
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ScriptedAI::ScriptedAI(Creature* creature) : CreatureAI(creature), IsFleeing(false), _isCombatMovementAllowed(true)
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{
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_isHeroic = me->GetMap()->IsHeroic();
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_difficulty = Difficulty(me->GetMap()->GetSpawnMode());
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@@ -152,7 +150,7 @@ void ScriptedAI::AttackStart(Unit* who)
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void ScriptedAI::UpdateAI(uint32 /*diff*/)
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{
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//Check if we have a current target
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// Check if we have a current target
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if (!UpdateVictim())
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return;
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@@ -195,7 +193,7 @@ void ScriptedAI::DoPlaySoundToSet(WorldObject* source, uint32 soundId)
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if (!sSoundEntriesStore.LookupEntry(soundId))
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{
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TC_LOG_ERROR("scripts", "Invalid soundId %u used in DoPlaySoundToSet (Source: TypeId %u, GUID %u)", soundId, source->GetTypeId(), source->GetGUID().GetCounter());
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TC_LOG_ERROR("scripts.ai", "ScriptedAI::DoPlaySoundToSet: Invalid soundId %u used in DoPlaySoundToSet (Source: %s)", soundId, source->GetGUID().ToString().c_str());
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return;
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}
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@@ -262,15 +260,15 @@ bool ScriptedAI::HealthAbovePct(uint32 pct) const
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SpellInfo const* ScriptedAI::SelectSpell(Unit* target, uint32 school, uint32 mechanic, SelectTargetType targets, uint32 powerCostMin, uint32 powerCostMax, float rangeMin, float rangeMax, SelectEffect effects)
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{
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//No target so we can't cast
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// No target so we can't cast
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if (!target)
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return nullptr;
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//Silenced so we can't cast
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// Silenced so we can't cast
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if (me->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SILENCED))
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return nullptr;
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//Using the extended script system we first create a list of viable spells
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// Using the extended script system we first create a list of viable spells
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SpellInfo const* apSpell[MAX_CREATURE_SPELLS];
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memset(apSpell, 0, MAX_CREATURE_SPELLS * sizeof(SpellInfo*));
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@@ -278,59 +276,59 @@ SpellInfo const* ScriptedAI::SelectSpell(Unit* target, uint32 school, uint32 mec
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SpellInfo const* tempSpell = nullptr;
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//Check if each spell is viable(set it to null if not)
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// Check if each spell is viable(set it to null if not)
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for (uint32 i = 0; i < MAX_CREATURE_SPELLS; i++)
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{
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tempSpell = sSpellMgr->GetSpellInfo(me->m_spells[i]);
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//This spell doesn't exist
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// This spell doesn't exist
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if (!tempSpell)
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continue;
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// Targets and Effects checked first as most used restrictions
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//Check the spell targets if specified
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// Check the spell targets if specified
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if (targets && !(SpellSummary[me->m_spells[i]].Targets & (1 << (targets-1))))
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continue;
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//Check the type of spell if we are looking for a specific spell type
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// Check the type of spell if we are looking for a specific spell type
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if (effects && !(SpellSummary[me->m_spells[i]].Effects & (1 << (effects-1))))
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continue;
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//Check for school if specified
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// Check for school if specified
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if (school && (tempSpell->SchoolMask & school) == 0)
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continue;
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//Check for spell mechanic if specified
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// Check for spell mechanic if specified
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if (mechanic && tempSpell->Mechanic != mechanic)
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continue;
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//Make sure that the spell uses the requested amount of power
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// Make sure that the spell uses the requested amount of power
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if (powerCostMin && tempSpell->ManaCost < powerCostMin)
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continue;
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if (powerCostMax && tempSpell->ManaCost > powerCostMax)
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continue;
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//Continue if we don't have the mana to actually cast this spell
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// Continue if we don't have the mana to actually cast this spell
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if (tempSpell->ManaCost > me->GetPower(tempSpell->PowerType))
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continue;
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//Check if the spell meets our range requirements
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// Check if the spell meets our range requirements
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if (rangeMin && me->GetSpellMinRangeForTarget(target, tempSpell) < rangeMin)
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continue;
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if (rangeMax && me->GetSpellMaxRangeForTarget(target, tempSpell) > rangeMax)
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continue;
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//Check if our target is in range
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// Check if our target is in range
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if (me->IsWithinDistInMap(target, float(me->GetSpellMinRangeForTarget(target, tempSpell))) || !me->IsWithinDistInMap(target, float(me->GetSpellMaxRangeForTarget(target, tempSpell))))
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continue;
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//All good so lets add it to the spell list
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// All good so lets add it to the spell list
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apSpell[spellCount] = tempSpell;
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++spellCount;
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}
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//We got our usable spells so now lets randomly pick one
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// We got our usable spells so now lets randomly pick one
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if (!spellCount)
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return nullptr;
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@@ -357,7 +355,7 @@ void ScriptedAI::DoTeleportPlayer(Unit* unit, float x, float y, float z, float o
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if (Player* player = unit->ToPlayer())
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player->TeleportTo(unit->GetMapId(), x, y, z, o, TELE_TO_NOT_LEAVE_COMBAT);
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else
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TC_LOG_ERROR("scripts", "Creature %s Tried to teleport non-player unit (%s) to x: %f y:%f z: %f o: %f. Aborted.",
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TC_LOG_ERROR("scripts.ai", "ScriptedAI::DoTeleportPlayer: Creature %s Tried to teleport non-player unit (%s) to x: %f y:%f z: %f o: %f. Aborted.",
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me->GetGUID().ToString().c_str(), unit->GetGUID().ToString().c_str(), x, y, z, o);
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}
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@@ -448,19 +446,8 @@ void ScriptedAI::SetCombatMovement(bool allowMovement)
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_isCombatMovementAllowed = allowMovement;
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}
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enum NPCs
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{
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NPC_BROODLORD = 12017,
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NPC_VOID_REAVER = 19516,
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NPC_JAN_ALAI = 23578,
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NPC_SARTHARION = 28860
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};
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// BossAI - for instanced bosses
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BossAI::BossAI(Creature* creature, uint32 bossId) : ScriptedAI(creature),
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instance(creature->GetInstanceScript()),
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summons(creature),
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_bossId(bossId)
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BossAI::BossAI(Creature* creature, uint32 bossId) : ScriptedAI(creature), instance(creature->GetInstanceScript()), summons(creature), _bossId(bossId)
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{
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if (instance)
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SetBoundary(instance->GetBossBoundary(bossId));
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@@ -571,7 +558,7 @@ void BossAI::_DespawnAtEvade(Seconds delayToRespawn, Creature* who)
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{
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if (delayToRespawn < Seconds(2))
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{
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TC_LOG_ERROR("scripts", "_DespawnAtEvade called with delay of %ld seconds, defaulting to 2.", delayToRespawn.count());
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TC_LOG_ERROR("scripts.ai", "BossAI::_DespawnAtEvade: called with delay of %ld seconds, defaulting to 2 (me: %s)", delayToRespawn.count(), me->GetGUID().ToString().c_str());
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delayToRespawn = Seconds(2);
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}
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@@ -580,7 +567,7 @@ void BossAI::_DespawnAtEvade(Seconds delayToRespawn, Creature* who)
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if (TempSummon* whoSummon = who->ToTempSummon())
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{
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TC_LOG_WARN("scripts", "_DespawnAtEvade called on a temporary summon.");
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TC_LOG_WARN("scripts.ai", "BossAI::_DespawnAtEvade: called on a temporary summon (who: %s)", who->GetGUID().ToString().c_str());
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whoSummon->UnSummon();
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return;
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}
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@@ -592,10 +579,7 @@ void BossAI::_DespawnAtEvade(Seconds delayToRespawn, Creature* who)
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}
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// WorldBossAI - for non-instanced bosses
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WorldBossAI::WorldBossAI(Creature* creature) :
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ScriptedAI(creature),
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summons(creature) { }
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WorldBossAI::WorldBossAI(Creature* creature) : ScriptedAI(creature), summons(creature) { }
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void WorldBossAI::_Reset()
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{
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