Convert alot of methods to use TimeSpan.
This commit is contained in:
@@ -259,7 +259,7 @@ namespace Game.AI
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}
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//Spawns a creature relative to me
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public Creature DoSpawnCreature(uint entry, float offsetX, float offsetY, float offsetZ, float angle, TempSummonType type, uint despawntime)
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public Creature DoSpawnCreature(uint entry, float offsetX, float offsetY, float offsetZ, float angle, TempSummonType type, TimeSpan despawntime)
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{
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return me.SummonCreature(entry, me.GetPositionX() + offsetX, me.GetPositionY() + offsetY, me.GetPositionZ() + offsetZ, angle, type, despawntime);
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}
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@@ -639,8 +639,6 @@ namespace Game.AI
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DoMeleeAttackIfReady();
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}
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public void _DespawnAtEvade(uint delayToRespawn = 30, Creature who = null) { _DespawnAtEvade(TimeSpan.FromSeconds(delayToRespawn), who); }
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public void _DespawnAtEvade(TimeSpan delayToRespawn, Creature who = null)
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{
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if (delayToRespawn < TimeSpan.FromSeconds(2))
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@@ -660,7 +658,7 @@ namespace Game.AI
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return;
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}
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who.DespawnOrUnsummon(0, delayToRespawn);
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who.DespawnOrUnsummon(TimeSpan.Zero, delayToRespawn);
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if (instance != null && who == me)
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instance.SetBossState(_bossId, EncounterState.Fail);
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@@ -29,7 +29,7 @@ namespace Game.AI
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{
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public EscortAI(Creature creature) : base(creature)
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{
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_pauseTimer = 2500;
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_pauseTimer = TimeSpan.FromSeconds(2.5);
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_playerCheckTimer = 1000;
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_maxPlayerDistance = 100;
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_activeAttacker = true;
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@@ -118,7 +118,7 @@ namespace Game.AI
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SetCombatMovement(true);
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//add a small delay before going to first waypoint, normal in near all cases
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_pauseTimer = 2000;
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_pauseTimer = TimeSpan.FromSeconds(2);
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if (me.GetFaction() != me.GetCreatureTemplate().Faction)
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me.RestoreFaction();
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@@ -182,11 +182,11 @@ namespace Game.AI
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//Waypoint Updating
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if (HasEscortState(EscortState.Escorting) && !me.IsEngaged() && !HasEscortState(EscortState.Returning))
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{
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if (_pauseTimer <= diff)
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if (_pauseTimer.TotalMilliseconds <= diff)
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{
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if (!HasEscortState(EscortState.Paused))
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{
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_pauseTimer = 0;
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_pauseTimer = TimeSpan.Zero;
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if (_ended)
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{
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@@ -231,7 +231,7 @@ namespace Game.AI
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}
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}
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else
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_pauseTimer -= diff;
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_pauseTimer -= TimeSpan.FromMilliseconds(diff);
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}
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@@ -252,7 +252,7 @@ namespace Game.AI
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if (_instantRespawn)
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{
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if (!isEscort)
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me.DespawnOrUnsummon(0, TimeSpan.FromSeconds(1));
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me.DespawnOrUnsummon(TimeSpan.Zero, TimeSpan.FromSeconds(1));
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else
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me.GetMap().Respawn(SpawnObjectType.Creature, me.GetSpawnId());
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}
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@@ -288,8 +288,8 @@ namespace Game.AI
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//Combat start position reached, continue waypoint movement
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if (moveType == MovementGeneratorType.Point)
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{
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if (_pauseTimer == 0)
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_pauseTimer = 2000;
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if (_pauseTimer == TimeSpan.Zero)
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_pauseTimer = TimeSpan.FromSeconds(2);
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if (Id == EscortPointIds.LastPoint)
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{
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@@ -317,12 +317,12 @@ namespace Game.AI
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{
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_started = false;
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_ended = true;
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_pauseTimer = 1000;
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_pauseTimer = TimeSpan.FromSeconds(1);
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}
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}
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}
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public void AddWaypoint(uint id, float x, float y, float z, float orientation = 0, uint waitTime = 0)
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public void AddWaypoint(uint id, float x, float y, float z, float orientation, TimeSpan waitTime)
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{
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GridDefines.NormalizeMapCoord(ref x);
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GridDefines.NormalizeMapCoord(ref y);
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@@ -334,7 +334,7 @@ namespace Game.AI
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waypoint.z = z;
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waypoint.orientation = orientation;
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waypoint.moveType = _running ? WaypointMoveType.Run : WaypointMoveType.Walk;
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waypoint.delay = waitTime;
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waypoint.delay = (uint)waitTime.TotalMilliseconds;
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waypoint.eventId = 0;
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waypoint.eventChance = 100;
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_path.nodes.Add(waypoint);
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@@ -456,7 +456,7 @@ namespace Game.AI
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}
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}
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void SetPauseTimer(uint Timer) { _pauseTimer = Timer; }
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public void SetPauseTimer(TimeSpan timer) { _pauseTimer = timer; }
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public bool HasEscortState(EscortState escortState) { return (_escortState & escortState) != 0; }
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public override bool IsEscorted() { return !_playerGUID.IsEmpty(); }
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@@ -476,7 +476,7 @@ namespace Game.AI
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void RemoveEscortState(EscortState escortState) { _escortState &= ~escortState; }
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ObjectGuid _playerGUID;
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uint _pauseTimer;
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TimeSpan _pauseTimer;
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uint _playerCheckTimer;
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EscortState _escortState;
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float _maxPlayerDistance;
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