Some refactoring of code. and some cleanups

This commit is contained in:
hondacrx
2019-09-21 12:11:16 -04:00
parent 7c405230cc
commit 35c06c09fd
214 changed files with 1235 additions and 1341 deletions
+1 -1
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@@ -99,7 +99,7 @@ namespace Game.AI
public static IMovementGenerator SelectMovementAI(Creature creature)
{
switch (creature.m_defaultMovementType)
switch (creature.DefaultMovementType)
{
case MovementGeneratorType.Random:
return new RandomMovementGenerator();
+1 -1
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@@ -72,7 +72,7 @@ namespace Game.AI
Unit summoner = creature.ToTempSummon().GetSummoner();
if (summoner != null)
{
Unit target = summoner.getAttackerForHelper();
Unit target = summoner.GetAttackerForHelper();
if (target == null && summoner.CanHaveThreatList() && !summoner.GetThreatManager().isThreatListEmpty())
target = summoner.GetThreatManager().getHostilTarget();
if (target != null && (creature.IsFriendlyTo(summoner) || creature.IsHostileTo(target)))
+1 -1
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@@ -34,7 +34,7 @@ namespace Game.AI
public override bool CanSeeAlways(WorldObject obj)
{
if (!obj.isTypeMask(TypeMask.Unit))
if (!obj.IsTypeMask(TypeMask.Unit))
return false;
var threatList = me.GetThreatManager().getThreatList();
+1 -1
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@@ -30,7 +30,7 @@ namespace Game.AI
public override void UpdateAI(uint diff)
{
if (me.IsInCombat() && me.getAttackers().Empty())
if (me.IsInCombat() && me.GetAttackers().Empty())
EnterEvadeMode(EvadeReason.NoHostiles);
}
+5 -5
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@@ -56,7 +56,7 @@ namespace Game.AI
me.GetMotionMaster().Clear();
me.GetMotionMaster().MoveIdle();
me.CombatStop();
me.getHostileRefManager().deleteReferences();
me.GetHostileRefManager().deleteReferences();
return;
}
@@ -163,9 +163,9 @@ namespace Game.AI
// Some spells can target enemy or friendly (DK Ghoul's Leap)
// Check for enemy first (pet then owner)
Unit target = me.getAttackerForHelper();
Unit target = me.GetAttackerForHelper();
if (!target && owner)
target = owner.getAttackerForHelper();
target = owner.GetAttackerForHelper();
if (target)
{
@@ -372,7 +372,7 @@ namespace Game.AI
return null;
// Check pet attackers first so we don't drag a bunch of targets to the owner
Unit myAttacker = me.getAttackerForHelper();
Unit myAttacker = me.GetAttackerForHelper();
if (myAttacker)
if (!myAttacker.HasBreakableByDamageCrowdControlAura())
return myAttacker;
@@ -382,7 +382,7 @@ namespace Game.AI
return null;
// Check owner attackers
Unit ownerAttacker = me.GetCharmerOrOwner().getAttackerForHelper();
Unit ownerAttacker = me.GetCharmerOrOwner().GetAttackerForHelper();
if (ownerAttacker)
if (!ownerAttacker.HasBreakableByDamageCrowdControlAura())
return ownerAttacker;
+1 -1
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@@ -54,7 +54,7 @@ namespace Game.AI
Unit victim = !i_victimGuid.IsEmpty() ? Global.ObjAccessor.GetUnit(me, i_victimGuid) : null;
// Search victim if no, not attackable, or out of range, or friendly (possible in case duel end)
if (victim == null || !victim.isTargetableForAttack() || !me.IsWithinDistInMap(victim, max_range) ||
if (victim == null || !victim.IsTargetableForAttack() || !me.IsWithinDistInMap(victim, max_range) ||
me.IsFriendlyTo(victim) || !me.CanSeeOrDetect(victim))
{
var u_check = new NearestAttackableUnitInObjectRangeCheck(me, me.GetCharmerOrOwnerOrSelf(), max_range);
+7 -7
View File
@@ -73,22 +73,22 @@ namespace Game.AI
return;
//Make sure our attack is ready and we aren't currently casting before checking distance
if (me.isAttackReady())
if (me.IsAttackReady())
{
me.AttackerStateUpdate(victim);
me.resetAttackTimer();
me.ResetAttackTimer();
}
if (me.haveOffhandWeapon() && me.isAttackReady(WeaponAttackType.OffAttack))
if (me.HaveOffhandWeapon() && me.IsAttackReady(WeaponAttackType.OffAttack))
{
me.AttackerStateUpdate(victim, WeaponAttackType.OffAttack);
me.resetAttackTimer(WeaponAttackType.OffAttack);
me.ResetAttackTimer(WeaponAttackType.OffAttack);
}
}
public bool DoSpellAttackIfReady(uint spell)
{
if (me.HasUnitState(UnitState.Casting) || !me.isAttackReady())
if (me.HasUnitState(UnitState.Casting) || !me.IsAttackReady())
return true;
var spellInfo = Global.SpellMgr.GetSpellInfo(spell);
@@ -97,7 +97,7 @@ namespace Game.AI
if (me.IsWithinCombatRange(me.GetVictim(), spellInfo.GetMaxRange(false)))
{
me.CastSpell(me.GetVictim(), spellInfo, TriggerCastFlags.None);
me.resetAttackTimer();
me.ResetAttackTimer();
return true;
}
}
@@ -507,7 +507,7 @@ namespace Game.AI
minRange += rangeMod;
}
if (_caster.isMoving() && target.isMoving() && !_caster.IsWalking() && !target.IsWalking() &&
if (_caster.IsMoving() && target.IsMoving() && !_caster.IsWalking() && !target.IsWalking() &&
(_spellInfo.RangeEntry.Flags.HasAnyFlag(SpellRangeFlag.Melee) || target.IsTypeId(TypeId.Player)))
rangeMod += 8.0f / 3.0f;
}
+2 -2
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@@ -577,7 +577,7 @@ namespace Game.AI
if (me.HasUnitState(UnitState.Casting))
return;
if (!me.isAttackReady(WeaponAttackType.RangedAttack))
if (!me.IsAttackReady(WeaponAttackType.RangedAttack))
return;
Unit victim = me.GetVictim();
@@ -610,7 +610,7 @@ namespace Game.AI
return;
me.CastSpell(victim, rangedAttackSpell, TriggerCastFlags.CastDirectly);
me.resetAttackTimer(WeaponAttackType.RangedAttack);
me.ResetAttackTimer(WeaponAttackType.RangedAttack);
}
public void DoAutoAttackIfReady()
+2 -2
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@@ -475,7 +475,7 @@ namespace Game.AI
}
me.SetCombatPulseDelay(5);
me.setActive(true);
me.SetActive(true);
DoZoneInCombat();
ScheduleTasks();
}
@@ -565,7 +565,7 @@ namespace Game.AI
public override bool CanAIAttack(Unit victim) { return CheckBoundary(victim); }
public void _JustReachedHome() { me.setActive(false); }
public void _JustReachedHome() { me.SetActive(false); }
public InstanceScript instance;
public SummonList summons;
@@ -21,8 +21,6 @@ using Game.Groups;
using System;
using System.Collections.Generic;
using System.Linq;
using Game.Movement;
using Game.Maps;
namespace Game.AI
{
@@ -101,7 +99,7 @@ namespace Game.AI
public override void MoveInLineOfSight(Unit who)
{
if (me.HasReactState(ReactStates.Aggressive) && !me.HasUnitState(UnitState.Stunned) && who.isTargetableForAttack() && who.isInAccessiblePlaceFor(me))
if (me.HasReactState(ReactStates.Aggressive) && !me.HasUnitState(UnitState.Stunned) && who.IsTargetableForAttack() && who.IsInAccessiblePlaceFor(me))
{
if (HasEscortState(eEscortState.Escorting) && AssistPlayerInCombatAgainst(who))
return;
@@ -256,7 +254,7 @@ namespace Game.AI
if (m_bCanInstantRespawn)
{
me.setDeathState(DeathState.JustDied);
me.SetDeathState(DeathState.JustDied);
me.Respawn();
}
else
@@ -296,7 +294,7 @@ namespace Game.AI
if (m_bCanInstantRespawn)
{
me.setDeathState(DeathState.JustDied);
me.SetDeathState(DeathState.JustDied);
me.Respawn();
}
else
@@ -409,7 +407,7 @@ namespace Game.AI
}
/// todo get rid of this many variables passed in function.
public void Start(bool isActiveAttacker = true, bool run = false, ObjectGuid playerGUID = default(ObjectGuid), Quest quest = null, bool instantRespawn = false, bool canLoopPath = false, bool resetWaypoints = true)
public void Start(bool isActiveAttacker = true, bool run = false, ObjectGuid playerGUID = default, Quest quest = null, bool instantRespawn = false, bool canLoopPath = false, bool resetWaypoints = true)
{
if (me.GetVictim())
{
@@ -103,7 +103,7 @@ namespace Game.AI
public override void MoveInLineOfSight(Unit who)
{
if (me.HasReactState(ReactStates.Aggressive) && !me.HasUnitState(UnitState.Stunned) && who.isTargetableForAttack() && who.isInAccessiblePlaceFor(me))
if (me.HasReactState(ReactStates.Aggressive) && !me.HasUnitState(UnitState.Stunned) && who.IsTargetableForAttack() && who.IsInAccessiblePlaceFor(me))
{
if (HasFollowState(eFollowState.Inprogress) && AssistPlayerInCombatAgainst(who))
return;
+1 -4
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@@ -18,9 +18,6 @@
using Framework.Constants;
using Game.Entities;
using Game.Groups;
using Game.Maps;
using Game.Movement;
using Game.Scripting;
using Game.Spells;
using System;
using System.Collections.Generic;
@@ -1065,7 +1062,7 @@ namespace Game.AI
{
GetScript().OnInitialize(go);
// do not call respawn event if go is not spawned
if (go.isSpawned())
if (go.IsSpawned())
GetScript().ProcessEventsFor(SmartEvents.Respawn);
}
+3 -3
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@@ -1272,7 +1272,7 @@ namespace Game.AI
break;
foreach (var obj in targets)
obj.setActive(e.Action.active.state != 0);
obj.SetActive(e.Action.active.state != 0);
break;
}
@@ -1635,7 +1635,7 @@ namespace Game.AI
else if (IsGameObject(obj))
{
// do not modify respawndelay of already spawned gameobjects
if (obj.ToGameObject().isSpawnedByDefault())
if (obj.ToGameObject().IsSpawnedByDefault())
obj.ToGameObject().Respawn();
else
obj.ToGameObject().SetRespawnTime((int)e.Action.respawnTarget.goRespawnTime);
@@ -2256,7 +2256,7 @@ namespace Game.AI
foreach (var obj in targets)
if (IsCreature(obj))
obj.ToCreature().setRegeneratingHealth(e.Action.setHealthRegen.regenHealth != 0 ? true : false);
obj.ToCreature().SetRegeneratingHealth(e.Action.setHealthRegen.regenHealth != 0 ? true : false);
break;
}
case SmartActions.SetRoot: