mirror of
https://github.com/araxiaonline/TrinityCore2.git
synced 2026-06-18 05:49:41 -04:00
Core/Scripts: Code style cleanup in ScriptedAI and BossAI
This commit is contained in:
@@ -111,11 +111,11 @@ bool SummonList::HasEntry(uint32 entry)
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ScriptedAI::ScriptedAI(Creature* pCreature) : CreatureAI(pCreature),
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me(pCreature),
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IsFleeing(false),
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m_bCombatMovement(true),
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m_uiEvadeCheckCooldown(2500)
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_isCombatMovementAllowed(true),
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_evadeCheckCooldown(2500)
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{
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m_heroicMode = me->GetMap()->IsHeroic();
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m_difficulty = Difficulty(me->GetMap()->GetSpawnMode());
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_isHeroic = me->GetMap()->IsHeroic();
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_difficulty = Difficulty(me->GetMap()->GetSpawnMode());
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}
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void ScriptedAI::AttackStartNoMove(Unit* pWho)
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@@ -187,15 +187,15 @@ void ScriptedAI::DoPlaySoundToSet(WorldObject* pSource, uint32 uiSoundId)
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pSource->PlayDirectSound(uiSoundId);
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}
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Creature* ScriptedAI::DoSpawnCreature(uint32 uiId, float fX, float fY, float fZ, float fAngle, uint32 uiType, uint32 uiDespawntime)
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Creature* ScriptedAI::DoSpawnCreature(uint32 entry, float offsetX, float offsetY, float offsetZ, float angle, uint32 type, uint32 despawntime)
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{
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return me->SummonCreature(uiId, me->GetPositionX()+fX, me->GetPositionY()+fY, me->GetPositionZ()+fZ, fAngle, (TempSummonType)uiType, uiDespawntime);
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return me->SummonCreature(entry, me->GetPositionX() + offsetX, me->GetPositionY() + offsetY, me->GetPositionZ() + offsetZ, angle, TempSummonType(type), despawntime);
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}
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SpellEntry const* ScriptedAI::SelectSpell(Unit* pTarget, uint32 uiSchool, uint32 uiMechanic, SelectTargetType selectTargets, uint32 uiPowerCostMin, uint32 uiPowerCostMax, float fRangeMin, float fRangeMax, SelectEffect selectEffects)
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SpellEntry 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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if (!pTarget)
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if (!target)
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return false;
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//Silenced so we can't cast
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@@ -204,101 +204,101 @@ SpellEntry const* ScriptedAI::SelectSpell(Unit* pTarget, uint32 uiSchool, uint32
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//Using the extended script system we first create a list of viable spells
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SpellEntry const* apSpell[CREATURE_MAX_SPELLS];
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memset(apSpell, 0, sizeof(SpellEntry*)*CREATURE_MAX_SPELLS);
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memset(apSpell, 0, CREATURE_MAX_SPELLS * sizeof(SpellEntry*));
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uint32 uiSpellCount = 0;
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uint32 spellCount = 0;
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SpellEntry const* pTempSpell;
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SpellRangeEntry const* pTempRange;
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SpellEntry const* tempSpell = NULL;
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SpellRangeEntry const* tempRange = NULL;
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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 < CREATURE_MAX_SPELLS; i++)
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{
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pTempSpell = GetSpellStore()->LookupEntry(me->m_spells[i]);
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tempSpell = sSpellStore.LookupEntry(me->m_spells[i]);
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//This spell doesn't exist
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if (!pTempSpell)
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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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if (selectTargets && !(SpellSummary[me->m_spells[i]].Targets & (1 << (selectTargets-1))))
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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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if (selectEffects && !(SpellSummary[me->m_spells[i]].Effects & (1 << (selectEffects-1))))
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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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if (uiSchool && (pTempSpell->SchoolMask & uiSchool) == 0)
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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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if (uiMechanic && pTempSpell->Mechanic != uiMechanic)
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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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if (uiPowerCostMin && pTempSpell->manaCost < uiPowerCostMin)
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if (powerCostMin && tempSpell->manaCost < powerCostMin)
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continue;
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if (uiPowerCostMax && pTempSpell->manaCost > uiPowerCostMax)
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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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if (pTempSpell->manaCost > me->GetPower((Powers)pTempSpell->powerType))
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if (tempSpell->manaCost > me->GetPower(Powers(tempSpell->powerType)))
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continue;
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//Get the Range
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pTempRange = GetSpellRangeStore()->LookupEntry(pTempSpell->rangeIndex);
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tempRange = GetSpellRangeStore()->LookupEntry(tempSpell->rangeIndex);
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//Spell has invalid range store so we can't use it
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if (!pTempRange)
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if (!tempRange)
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continue;
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//Check if the spell meets our range requirements
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if (fRangeMin && me->GetSpellMinRangeForTarget(pTarget, pTempRange) < fRangeMin)
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if (rangeMin && me->GetSpellMinRangeForTarget(target, tempRange) < rangeMin)
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continue;
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if (fRangeMax && me->GetSpellMaxRangeForTarget(pTarget, pTempRange) > fRangeMax)
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if (rangeMax && me->GetSpellMaxRangeForTarget(target, tempRange) > rangeMax)
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continue;
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//Check if our target is in range
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if (me->IsWithinDistInMap(pTarget, (float)me->GetSpellMinRangeForTarget(pTarget, pTempRange)) || !me->IsWithinDistInMap(pTarget, (float)me->GetSpellMaxRangeForTarget(pTarget, pTempRange)))
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if (me->IsWithinDistInMap(target, float(me->GetSpellMinRangeForTarget(target, tempRange))) || !me->IsWithinDistInMap(target, float(me->GetSpellMaxRangeForTarget(target, tempRange))))
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continue;
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//All good so lets add it to the spell list
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apSpell[uiSpellCount] = pTempSpell;
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++uiSpellCount;
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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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if (!uiSpellCount)
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if (!spellCount)
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return NULL;
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return apSpell[rand()%uiSpellCount];
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return apSpell[urand(0, spellCount - 1)];
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}
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bool ScriptedAI::CanCast(Unit* pTarget, SpellEntry const* pSpell, bool bTriggered)
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bool ScriptedAI::CanCast(Unit* target, SpellEntry const* spell, bool triggered /*= false*/)
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{
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//No target so we can't cast
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if (!pTarget || !pSpell)
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if (!target || !spell)
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return false;
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//Silenced so we can't cast
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if (!bTriggered && me->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SILENCED))
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if (!triggered && me->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SILENCED))
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return false;
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//Check for power
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if (!bTriggered && me->GetPower((Powers)pSpell->powerType) < pSpell->manaCost)
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if (!triggered && me->GetPower(Powers(spell->powerType)) < spell->manaCost)
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return false;
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SpellRangeEntry const* pTempRange = GetSpellRangeStore()->LookupEntry(pSpell->rangeIndex);
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SpellRangeEntry const* tempRange = GetSpellRangeStore()->LookupEntry(spell->rangeIndex);
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//Spell has invalid range store so we can't use it
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if (!pTempRange)
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if (!tempRange)
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return false;
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//Unit is out of range of this spell
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if (me->IsInRange(pTarget, (float)me->GetSpellMinRangeForTarget(pTarget, pTempRange), (float)me->GetSpellMaxRangeForTarget(pTarget, pTempRange)))
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if (me->IsInRange(target, float(me->GetSpellMinRangeForTarget(target, tempRange)), float(me->GetSpellMaxRangeForTarget(target, tempRange))))
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return false;
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return true;
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@@ -417,29 +417,29 @@ Player* ScriptedAI::GetPlayerAtMinimumRange(float fMinimumRange)
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return pPlayer;
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}
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void ScriptedAI::SetEquipmentSlots(bool bLoadDefault, int32 uiMainHand, int32 uiOffHand, int32 uiRanged)
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void ScriptedAI::SetEquipmentSlots(bool loadDefault, int32 mainHand /*= EQUIP_NO_CHANGE*/, int32 offHand /*= EQUIP_NO_CHANGE*/, int32 ranged /*= EQUIP_NO_CHANGE*/)
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{
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if (bLoadDefault)
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if (loadDefault)
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{
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if (CreatureInfo const* pInfo = GetCreatureTemplateStore(me->GetEntry()))
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me->LoadEquipment(pInfo->equipmentId,true);
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if (CreatureInfo const* creatureInfo = ObjectMgr::GetCreatureTemplate(me->GetEntry()))
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me->LoadEquipment(creatureInfo->equipmentId, true);
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return;
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}
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if (uiMainHand >= 0)
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me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 0, uint32(uiMainHand));
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if (mainHand >= 0)
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me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 0, uint32(mainHand));
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if (uiOffHand >= 0)
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me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 1, uint32(uiOffHand));
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if (offHand >= 0)
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me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 1, uint32(offHand));
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if (uiRanged >= 0)
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me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 2, uint32(uiRanged));
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if (ranged >= 0)
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me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 2, uint32(ranged));
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}
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void ScriptedAI::SetCombatMovement(bool bCombatMove)
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void ScriptedAI::SetCombatMovement(bool allowMovement)
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{
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m_bCombatMovement = bCombatMove;
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_isCombatMovementAllowed = allowMovement;
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}
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enum eNPCs
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@@ -452,13 +452,13 @@ enum eNPCs
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// Hacklike storage used for misc creatures that are expected to evade of outside of a certain area.
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// It is assumed the information is found elswehere and can be handled by the core. So far no luck finding such information/way to extract it.
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bool ScriptedAI::EnterEvadeIfOutOfCombatArea(const uint32 uiDiff)
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bool ScriptedAI::EnterEvadeIfOutOfCombatArea(uint32 const diff)
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{
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if (m_uiEvadeCheckCooldown <= uiDiff)
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m_uiEvadeCheckCooldown = 2500;
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if (_evadeCheckCooldown <= diff)
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_evadeCheckCooldown = 2500;
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else
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{
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m_uiEvadeCheckCooldown -= uiDiff;
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_evadeCheckCooldown -= diff;
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return false;
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}
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@@ -496,20 +496,18 @@ bool ScriptedAI::EnterEvadeIfOutOfCombatArea(const uint32 uiDiff)
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return true;
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}
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void Scripted_NoMovementAI::AttackStart(Unit* pWho)
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void Scripted_NoMovementAI::AttackStart(Unit* target)
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{
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if (!pWho)
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if (!target)
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return;
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if (me->Attack(pWho, true))
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{
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DoStartNoMovement(pWho);
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}
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if (me->Attack(target, true))
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DoStartNoMovement(target);
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}
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BossAI::BossAI(Creature *c, uint32 id) : ScriptedAI(c)
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, bossId(id), summons(me), instance(c->GetInstanceScript())
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, boundary(instance ? instance->GetBossBoundary(id) : NULL)
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BossAI::BossAI(Creature* creature, uint32 bossId) : ScriptedAI(creature)
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, _bossId(bossId), summons(creature), instance(creature->GetInstanceScript())
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, _boundary(instance ? instance->GetBossBoundary(bossId) : NULL)
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{
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}
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@@ -522,7 +520,7 @@ void BossAI::_Reset()
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events.Reset();
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summons.DespawnAll();
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if (instance)
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instance->SetBossState(bossId, NOT_STARTED);
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instance->SetBossState(_bossId, NOT_STARTED);
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}
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void BossAI::_JustDied()
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@@ -531,7 +529,7 @@ void BossAI::_JustDied()
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summons.DespawnAll();
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if (instance)
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{
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instance->SetBossState(bossId, DONE);
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instance->SetBossState(_bossId, DONE);
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instance->SaveToDB();
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}
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}
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@@ -543,12 +541,12 @@ void BossAI::_EnterCombat()
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if (instance)
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{
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// bosses do not respawn, check only on enter combat
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if (!instance->CheckRequiredBosses(bossId))
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if (!instance->CheckRequiredBosses(_bossId))
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{
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EnterEvadeMode();
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return;
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}
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instance->SetBossState(bossId, IN_PROGRESS);
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instance->SetBossState(_bossId, IN_PROGRESS);
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}
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}
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@@ -556,18 +554,19 @@ void BossAI::TeleportCheaters()
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{
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float x, y, z;
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me->GetPosition(x, y, z);
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std::list<HostileReference*> &m_threatlist = me->getThreatManager().getThreatList();
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for (std::list<HostileReference*>::iterator itr = m_threatlist.begin(); itr != m_threatlist.end(); ++itr)
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if ((*itr)->getTarget()->GetTypeId() == TYPEID_PLAYER && !CheckBoundary((*itr)->getTarget()))
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(*itr)->getTarget()->NearTeleportTo(x, y, z, 0);
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std::list<HostileReference*>& threatList = me->getThreatManager().getThreatList();
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for (std::list<HostileReference*>::iterator itr = threatList.begin(); itr != threatList.end(); ++itr)
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if (Unit* target = (*itr)->getTarget())
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if (target->GetTypeId() == TYPEID_PLAYER && !CheckBoundary(target))
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target->NearTeleportTo(x, y, z, 0);
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}
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bool BossAI::CheckBoundary(Unit *who)
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bool BossAI::CheckBoundary(Unit* who)
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{
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if (!boundary || !who)
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if (!GetBoundary() || !who)
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return true;
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for (BossBoundaryMap::const_iterator itr = boundary->begin(); itr != boundary->end(); ++itr)
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for (BossBoundaryMap::const_iterator itr = GetBoundary()->begin(); itr != GetBoundary()->end(); ++itr)
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{
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switch (itr->first)
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{
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@@ -611,32 +610,35 @@ bool BossAI::CheckBoundary(Unit *who)
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return true;
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}
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void BossAI::JustSummoned(Creature *summon)
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void BossAI::JustSummoned(Creature* summon)
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{
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summons.Summon(summon);
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if (me->isInCombat())
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DoZoneInCombat(summon);
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}
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void BossAI::SummonedCreatureDespawn(Creature *summon)
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void BossAI::SummonedCreatureDespawn(Creature* summon)
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{
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summons.Despawn(summon);
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}
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// SD2 grid searchers.
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Creature *GetClosestCreatureWithEntry(WorldObject *pSource, uint32 uiEntry, float fMaxSearchRange, bool bAlive)
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Creature* GetClosestCreatureWithEntry(WorldObject* source, uint32 entry, float maxSearchRange, bool alive /*= true*/)
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{
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return pSource->FindNearestCreature(uiEntry, fMaxSearchRange, bAlive);
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return source->FindNearestCreature(entry, maxSearchRange, alive);
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}
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GameObject *GetClosestGameObjectWithEntry(WorldObject *pSource, uint32 uiEntry, float fMaxSearchRange)
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GameObject* GetClosestGameObjectWithEntry(WorldObject* source, uint32 entry, float maxSearchRange)
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{
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return pSource->FindNearestGameObject(uiEntry, fMaxSearchRange);
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return source->FindNearestGameObject(entry, maxSearchRange);
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}
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void GetCreatureListWithEntryInGrid(std::list<Creature*>& lList, WorldObject *pSource, uint32 uiEntry, float fMaxSearchRange)
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void GetCreatureListWithEntryInGrid(std::list<Creature*>& list, WorldObject* source, uint32 entry, float maxSearchRange)
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{
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return pSource->GetCreatureListWithEntryInGrid(lList, uiEntry, fMaxSearchRange);
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source->GetCreatureListWithEntryInGrid(list, entry, maxSearchRange);
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}
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void GetGameObjectListWithEntryInGrid(std::list<GameObject*>& lList, WorldObject *pSource, uint32 uiEntry, float fMaxSearchRange)
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void GetGameObjectListWithEntryInGrid(std::list<GameObject*>& list, WorldObject* source, uint32 entry, float maxSearchRange)
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{
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return pSource->GetGameObjectListWithEntryInGrid(lList, uiEntry, fMaxSearchRange);
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source->GetGameObjectListWithEntryInGrid(list, entry, maxSearchRange);
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}
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