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
+15 -16
View File
@@ -24,7 +24,6 @@ using Game.Spells;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Collections.Concurrent;
namespace Game.Maps
{
@@ -119,7 +118,7 @@ namespace Game.Maps
break;
case TypeId.Player:
i_player.UpdateVisibilityOf(obj.ToPlayer(), i_data, i_visibleNow);
if (!obj.isNeedNotify(NotifyFlags.VisibilityChanged))
if (!obj.IsNeedNotify(NotifyFlags.VisibilityChanged))
obj.ToPlayer().UpdateVisibilityOf(i_player);
break;
case TypeId.Unit:
@@ -143,7 +142,7 @@ namespace Game.Maps
if (guid.IsPlayer())
{
Player pl = Global.ObjAccessor.FindPlayer(guid);
if (pl != null && pl.IsInWorld && !pl.isNeedNotify(NotifyFlags.VisibilityChanged))
if (pl != null && pl.IsInWorld && !pl.IsNeedNotify(NotifyFlags.VisibilityChanged))
pl.UpdateVisibilityOf(i_player);
}
}
@@ -236,7 +235,7 @@ namespace Game.Maps
i_player.UpdateVisibilityOf(player, i_data, i_visibleNow);
if (player.seerView.isNeedNotify(NotifyFlags.VisibilityChanged))
if (player.seerView.IsNeedNotify(NotifyFlags.VisibilityChanged))
continue;
player.UpdateVisibilityOf(i_player);
@@ -255,7 +254,7 @@ namespace Game.Maps
i_player.UpdateVisibilityOf(creature, i_data, i_visibleNow);
if (relocated_for_ai && !creature.isNeedNotify(NotifyFlags.VisibilityChanged))
if (relocated_for_ai && !creature.IsNeedNotify(NotifyFlags.VisibilityChanged))
CreatureUnitRelocationWorker(creature, i_player);
}
}
@@ -272,7 +271,7 @@ namespace Game.Maps
{
foreach (var player in objs)
{
if (!player.seerView.isNeedNotify(NotifyFlags.VisibilityChanged))
if (!player.seerView.IsNeedNotify(NotifyFlags.VisibilityChanged))
player.UpdateVisibilityOf(i_creature);
CreatureUnitRelocationWorker(i_creature, player);
@@ -288,7 +287,7 @@ namespace Game.Maps
{
CreatureUnitRelocationWorker(i_creature, creature);
if (!creature.isNeedNotify(NotifyFlags.VisibilityChanged))
if (!creature.IsNeedNotify(NotifyFlags.VisibilityChanged))
CreatureUnitRelocationWorker(creature, i_creature);
}
}
@@ -312,7 +311,7 @@ namespace Game.Maps
{
WorldObject viewPoint = player.seerView;
if (!viewPoint.isNeedNotify(NotifyFlags.VisibilityChanged))
if (!viewPoint.IsNeedNotify(NotifyFlags.VisibilityChanged))
continue;
if (player != viewPoint && !viewPoint.IsPositionValid())
@@ -329,7 +328,7 @@ namespace Game.Maps
{
foreach (var creature in objs)
{
if (!creature.isNeedNotify(NotifyFlags.VisibilityChanged))
if (!creature.IsNeedNotify(NotifyFlags.VisibilityChanged))
continue;
CreatureRelocationNotifier relocate = new CreatureRelocationNotifier(creature);
@@ -1519,7 +1518,7 @@ namespace Game.Maps
public bool Invoke(Creature u)
{
if (u.IsAlive() && u.IsInCombat() && !i_obj.IsHostileTo(u) && i_obj.IsWithinDistInMap(u, i_range) &&
(u.isFeared() || u.IsCharmed() || u.isFrozen() || u.HasUnitState(UnitState.Stunned) || u.HasUnitState(UnitState.Confused)))
(u.IsFeared() || u.IsCharmed() || u.IsFrozen() || u.HasUnitState(UnitState.Stunned) || u.HasUnitState(UnitState.Confused)))
return true;
return false;
}
@@ -1594,7 +1593,7 @@ namespace Game.Maps
if (u.IsTypeId(TypeId.Unit) && u.IsTotem())
return false;
if (!u.isTargetableForAttack(false))
if (!u.IsTargetableForAttack(false))
return false;
if (!i_obj.IsWithinDistInMap(u, i_range) || i_funit._IsValidAttackTarget(u, null, i_obj))
@@ -1701,7 +1700,7 @@ namespace Game.Maps
public bool Invoke(Unit u)
{
if (u.isTargetableForAttack() && i_obj.IsWithinDistInMap(u, i_range) &&
if (u.IsTargetableForAttack() && i_obj.IsWithinDistInMap(u, i_range) &&
(i_funit.IsInCombatWith(u) || i_funit.IsHostileTo(u)) && i_obj.CanSeeOrDetect(u))
{
i_range = i_obj.GetDistance(u); // use found unit range as new range limit for next check
@@ -1927,7 +1926,7 @@ namespace Game.Maps
public bool Invoke(Creature u)
{
if (u.getDeathState() != DeathState.Dead && u.GetEntry() == i_entry && u.IsAlive() == i_alive && i_obj.IsWithinDistInMap(u, i_range))
if (u.GetDeathState() != DeathState.Dead && u.GetEntry() == i_entry && u.IsAlive() == i_alive && i_obj.IsWithinDistInMap(u, i_range))
{
i_range = i_obj.GetDistance(u); // use found unit range as new range limit for next check
return true;
@@ -2171,7 +2170,7 @@ namespace Game.Maps
public class UnitAuraCheck<T> : ICheck<T> where T : WorldObject
{
public UnitAuraCheck(bool present, uint spellId, ObjectGuid casterGUID = default(ObjectGuid))
public UnitAuraCheck(bool present, uint spellId, ObjectGuid casterGUID = default)
{
_present = present;
_spellId = spellId;
@@ -2209,7 +2208,7 @@ namespace Game.Maps
if (go.GetGoInfo().SpellFocus.spellFocusType != i_focusId)
return false;
if (!go.isSpawned())
if (!go.IsSpawned())
return false;
float dist = go.GetGoInfo().SpellFocus.radius / 2.0f;
@@ -2232,7 +2231,7 @@ namespace Game.Maps
public bool Invoke(GameObject go)
{
if (go.GetGoInfo().type == GameObjectTypes.FishingHole && go.isSpawned() && i_obj.IsWithinDistInMap(go, i_range) && i_obj.IsWithinDistInMap(go, go.GetGoInfo().FishingHole.radius))
if (go.GetGoInfo().type == GameObjectTypes.FishingHole && go.IsSpawned() && i_obj.IsWithinDistInMap(go, i_range) && i_obj.IsWithinDistInMap(go, go.GetGoInfo().FishingHole.radius))
{
i_range = i_obj.GetDistance(go);
return true;