Core/CreatureAI: CheckBoundary -> IsInBoundary, better reflects what it does.

Port From (https://github.com/TrinityCore/TrinityCore/commit/994121e671127ce11df4e631ab0a4c310234191f)
This commit is contained in:
hondacrx
2021-08-24 10:56:39 -04:00
parent 8c9eebcf3e
commit 1c5bb258d5
2 changed files with 8 additions and 8 deletions
+6 -6
View File
@@ -252,13 +252,13 @@ namespace Game.AI
List<KeyValuePair<int, int>> outOfBounds = new(); List<KeyValuePair<int, int>> outOfBounds = new();
Position startPosition = owner.GetPosition(); Position startPosition = owner.GetPosition();
if (!CheckBoundary(startPosition)) // fall back to creature position if (!IsInBoundary(startPosition)) // fall back to creature position
{ {
startPosition = me.GetPosition(); startPosition = me.GetPosition();
if (!CheckBoundary(startPosition)) if (!IsInBoundary(startPosition))
{ {
startPosition = me.GetHomePosition(); startPosition = me.GetHomePosition();
if (!CheckBoundary(startPosition)) // fall back to creature home position if (!IsInBoundary(startPosition)) // fall back to creature home position
return CypherStrings.CreatureNoInteriorPointFound; return CypherStrings.CreatureNoInteriorPointFound;
} }
} }
@@ -281,7 +281,7 @@ namespace Game.AI
if (!alreadyChecked.Contains(next)) // never check a coordinate twice if (!alreadyChecked.Contains(next)) // never check a coordinate twice
{ {
Position nextPos = new(startPosition.GetPositionX() + next.Key * SharedConst.BoundaryVisualizeStepSize, startPosition.GetPositionY() + next.Value * SharedConst.BoundaryVisualizeStepSize, startPosition.GetPositionZ()); Position nextPos = new(startPosition.GetPositionX() + next.Key * SharedConst.BoundaryVisualizeStepSize, startPosition.GetPositionY() + next.Value * SharedConst.BoundaryVisualizeStepSize, startPosition.GetPositionZ());
if (CheckBoundary(nextPos)) if (IsInBoundary(nextPos))
Q.Add(next); Q.Add(next);
else else
{ {
@@ -314,7 +314,7 @@ namespace Game.AI
return boundsWarning ? CypherStrings.CreatureMovementMaybeUnbounded : 0; return boundsWarning ? CypherStrings.CreatureMovementMaybeUnbounded : 0;
} }
public bool CheckBoundary(Position who = null) public bool IsInBoundary(Position who = null)
{ {
if (_boundary == null) if (_boundary == null)
return true; return true;
@@ -327,7 +327,7 @@ namespace Game.AI
public bool CheckInRoom() public bool CheckInRoom()
{ {
if (CheckBoundary()) if (IsInBoundary())
return true; return true;
else else
{ {
+2 -2
View File
@@ -529,7 +529,7 @@ namespace Game.AI
foreach (var pair in me.GetCombatManager().GetPvECombatRefs()) foreach (var pair in me.GetCombatManager().GetPvECombatRefs())
{ {
Unit target = pair.Value.GetOther(me); Unit target = pair.Value.GetOther(me);
if (target.IsControlledByPlayer() && !CheckBoundary(target)) if (target.IsControlledByPlayer() && !IsInBoundary(target))
target.NearTeleportTo(x, y, z, 0); target.NearTeleportTo(x, y, z, 0);
} }
} }
@@ -604,7 +604,7 @@ namespace Game.AI
public override void JustDied(Unit killer) { _JustDied(); } public override void JustDied(Unit killer) { _JustDied(); }
public override void JustReachedHome() { _JustReachedHome(); } public override void JustReachedHome() { _JustReachedHome(); }
public override bool CanAIAttack(Unit victim) { return CheckBoundary(victim); } public override bool CanAIAttack(Unit victim) { return IsInBoundary(victim); }
public void _JustReachedHome() { me.SetActive(false); } public void _JustReachedHome() { me.SetActive(false); }
} }