Core: SOme code cleanup, more to follow.

This commit is contained in:
hondacrx
2021-03-20 22:48:48 -04:00
parent 62f554f2e0
commit 62ec699ec6
318 changed files with 5080 additions and 5125 deletions
+53 -53
View File
@@ -23,13 +23,15 @@ namespace Game.AI
{
public class CombatAI : CreatureAI
{
public List<uint> Spells = new();
public CombatAI(Creature c) : base(c) { }
public override void InitializeAI()
{
for (var i = 0; i < SharedConst.MaxCreatureSpells; ++i)
if (me.m_spells[i] != 0 && Global.SpellMgr.HasSpellInfo(me.m_spells[i], me.GetMap().GetDifficultyID()))
spells.Add(me.m_spells[i]);
Spells.Add(me.m_spells[i]);
base.InitializeAI();
}
@@ -41,7 +43,7 @@ namespace Game.AI
public override void JustDied(Unit killer)
{
foreach (var id in spells)
foreach (var id in Spells)
{
AISpellInfoType info = GetAISpellInfo(id, me.GetMap().GetDifficultyID());
if (info.condition == AICondition.Die)
@@ -51,7 +53,7 @@ namespace Game.AI
public override void EnterCombat(Unit victim)
{
foreach (var id in spells)
foreach (var id in Spells)
{
AISpellInfoType info = GetAISpellInfo(id, me.GetMap().GetDifficultyID());
if (info.condition == AICondition.Aggro)
@@ -86,8 +88,6 @@ namespace Game.AI
{
_events.RescheduleEvent(spellId, unTimeMs);
}
public List<uint> spells = new List<uint>();
}
public class AggressorAI : CreatureAI
@@ -105,41 +105,43 @@ namespace Game.AI
public class CasterAI : CombatAI
{
float _attackDist;
public CasterAI(Creature c)
: base(c)
{
m_attackDist = SharedConst.MeleeRange;
_attackDist = SharedConst.MeleeRange;
}
public override void InitializeAI()
{
base.InitializeAI();
m_attackDist = 30.0f;
foreach (var id in spells)
_attackDist = 30.0f;
foreach (var id in Spells)
{
AISpellInfoType info = GetAISpellInfo(id, me.GetMap().GetDifficultyID());
if (info.condition == AICondition.Combat && m_attackDist > info.maxRange)
m_attackDist = info.maxRange;
if (info.condition == AICondition.Combat && _attackDist > info.maxRange)
_attackDist = info.maxRange;
}
if (m_attackDist == 30.0f)
m_attackDist = SharedConst.MeleeRange;
if (_attackDist == 30.0f)
_attackDist = SharedConst.MeleeRange;
}
public override void AttackStart(Unit victim)
{
AttackStartCaster(victim, m_attackDist);
AttackStartCaster(victim, _attackDist);
}
public override void EnterCombat(Unit victim)
{
if (spells.Empty())
if (Spells.Empty())
return;
int spell = (int)(RandomHelper.Rand32() % spells.Count);
int spell = (int)(RandomHelper.Rand32() % Spells.Count);
uint count = 0;
foreach (var id in spells)
foreach (var id in Spells)
{
AISpellInfoType info = GetAISpellInfo(id, me.GetMap().GetDifficultyID());
if (info.condition == AICondition.Aggro)
@@ -149,7 +151,7 @@ namespace Game.AI
uint cooldown = info.realCooldown;
if (count == spell)
{
DoCast(spells[spell]);
DoCast(Spells[spell]);
cooldown += (uint)me.GetCurrentSpellCastTime(id);
}
_events.ScheduleEvent(id, cooldown);
@@ -182,23 +184,22 @@ namespace Game.AI
_events.ScheduleEvent(spellId, (casttime != 0 ? casttime : 500) + info.realCooldown);
}
}
float m_attackDist;
}
public class ArcherAI : CreatureAI
{
public ArcherAI(Creature c)
: base(c)
float _minRange;
public ArcherAI(Creature c) : base(c)
{
if (me.m_spells[0] == 0)
Log.outError(LogFilter.ScriptsAi, "ArcherAI set for creature (entry = {0}) with spell1=0. AI will do nothing", me.GetEntry());
var spellInfo = Global.SpellMgr.GetSpellInfo(me.m_spells[0], me.GetMap().GetDifficultyID());
m_minRange = spellInfo != null ? spellInfo.GetMinRange(false) : 0;
_minRange = spellInfo != null ? spellInfo.GetMinRange(false) : 0;
if (m_minRange == 0)
m_minRange = SharedConst.MeleeRange;
if (_minRange == 0)
_minRange = SharedConst.MeleeRange;
me.m_CombatDistance = spellInfo != null ? spellInfo.GetMaxRange(false) : 0;
me.m_SightDistance = me.m_CombatDistance;
}
@@ -208,7 +209,7 @@ namespace Game.AI
if (who == null)
return;
if (me.IsWithinCombatRange(who, m_minRange))
if (me.IsWithinCombatRange(who, _minRange))
{
if (me.Attack(who, true) && !who.IsFlying())
me.GetMotionMaster().MoveChase(who);
@@ -222,22 +223,23 @@ namespace Game.AI
if (who.IsFlying())
me.GetMotionMaster().MoveIdle();
}
public override void UpdateAI(uint diff)
{
if (!UpdateVictim())
return;
if (!me.IsWithinCombatRange(me.GetVictim(), m_minRange))
if (!me.IsWithinCombatRange(me.GetVictim(), _minRange))
DoSpellAttackIfReady(me.m_spells[0]);
else
DoMeleeAttackIfReady();
}
float m_minRange;
}
public class TurretAI : CreatureAI
{
float _minRange;
public TurretAI(Creature c)
: base(c)
{
@@ -245,7 +247,7 @@ namespace Game.AI
Log.outError(LogFilter.Server, "TurretAI set for creature (entry = {0}) with spell1=0. AI will do nothing", me.GetEntry());
var spellInfo = Global.SpellMgr.GetSpellInfo(me.m_spells[0], me.GetMap().GetDifficultyID());
m_minRange = spellInfo != null ? spellInfo.GetMinRange(false) : 0;
_minRange = spellInfo != null ? spellInfo.GetMinRange(false) : 0;
me.m_CombatDistance = spellInfo != null ? spellInfo.GetMaxRange(false) : 0;
me.m_SightDistance = me.m_CombatDistance;
}
@@ -254,7 +256,7 @@ namespace Game.AI
{
// todo use one function to replace it
if (!me.IsWithinCombatRange(me.GetVictim(), me.m_CombatDistance)
|| (m_minRange != 0 && me.IsWithinCombatRange(me.GetVictim(), m_minRange)))
|| (_minRange != 0 && me.IsWithinCombatRange(me.GetVictim(), _minRange)))
return false;
return true;
}
@@ -272,8 +274,6 @@ namespace Game.AI
DoSpellAttackIfReady(me.m_spells[0]);
}
float m_minRange;
}
public class VehicleAI : CreatureAI
@@ -281,27 +281,32 @@ namespace Game.AI
const int VEHICLE_CONDITION_CHECK_TIME = 1000;
const int VEHICLE_DISMISS_TIME = 5000;
bool _hasConditions;
uint _conditionsTimer;
bool _doDismiss;
uint _dismissTimer;
public VehicleAI(Creature creature) : base(creature)
{
m_ConditionsTimer = VEHICLE_CONDITION_CHECK_TIME;
_conditionsTimer = VEHICLE_CONDITION_CHECK_TIME;
LoadConditions();
m_DoDismiss = false;
m_DismissTimer = VEHICLE_DISMISS_TIME;
_doDismiss = false;
_dismissTimer = VEHICLE_DISMISS_TIME;
}
public override void UpdateAI(uint diff)
{
CheckConditions(diff);
if (m_DoDismiss)
if (_doDismiss)
{
if (m_DismissTimer < diff)
if (_dismissTimer < diff)
{
m_DoDismiss = false;
_doDismiss = false;
me.DespawnOrUnsummon();
}
else
m_DismissTimer -= diff;
_dismissTimer -= diff;
}
}
@@ -311,25 +316,25 @@ namespace Game.AI
public override void OnCharmed(bool apply)
{
if (!me.GetVehicleKit().IsVehicleInUse() && !apply && m_HasConditions)//was used and has conditions
m_DoDismiss = true;//needs reset
if (!me.GetVehicleKit().IsVehicleInUse() && !apply && _hasConditions)//was used and has conditions
_doDismiss = true;//needs reset
else if (apply)
m_DoDismiss = false;//in use again
_doDismiss = false;//in use again
m_DismissTimer = VEHICLE_DISMISS_TIME;//reset timer
_dismissTimer = VEHICLE_DISMISS_TIME;//reset timer
}
void LoadConditions()
{
m_HasConditions = Global.ConditionMgr.HasConditionsForNotGroupedEntry(ConditionSourceType.CreatureTemplateVehicle, me.GetEntry());
_hasConditions = Global.ConditionMgr.HasConditionsForNotGroupedEntry(ConditionSourceType.CreatureTemplateVehicle, me.GetEntry());
}
void CheckConditions(uint diff)
{
if (!m_HasConditions)
if (!_hasConditions)
return;
if (m_ConditionsTimer <= diff)
if (_conditionsTimer <= diff)
{
Vehicle vehicleKit = me.GetVehicleKit();
if (vehicleKit)
@@ -352,16 +357,11 @@ namespace Game.AI
}
}
m_ConditionsTimer = VEHICLE_CONDITION_CHECK_TIME;
_conditionsTimer = VEHICLE_CONDITION_CHECK_TIME;
}
else
m_ConditionsTimer -= diff;
_conditionsTimer -= diff;
}
bool m_HasConditions;
uint m_ConditionsTimer;
bool m_DoDismiss;
uint m_DismissTimer;
}
public class ReactorAI : CreatureAI