From ccf3198c7e105ac417058d05dab152ba1f2d61c1 Mon Sep 17 00:00:00 2001 From: hondacrx Date: Sun, 29 May 2022 22:48:47 -0400 Subject: [PATCH] Core/Misc: Rename UNIT_FLAG_NOT_SELECTABLE to UNIT_FLAG_UNINTERACTIBLE Port From (https://github.com/TrinityCore/TrinityCore/commit/c4906ce60be52c9a678287672a6461c3068beea3) --- Source/Framework/Constants/CreatureConst.cs | 2 +- Source/Game/AI/CoreAI/CreatureAI.cs | 2 +- Source/Game/BattleFields/BattleField.cs | 4 ++-- Source/Game/BattleGrounds/Zones/StrandofAncients.cs | 4 ++-- Source/Game/Entities/Creature/Creature.cs | 4 ++-- Source/Game/Entities/Object/Update/UpdateFields.cs | 4 ++-- Source/Game/Entities/Object/WorldObject.cs | 4 ++-- Source/Game/Entities/Player/Player.cs | 4 ++-- Source/Game/Entities/Unit/Unit.Combat.cs | 2 +- Source/Game/Entities/Vehicle.cs | 10 +++++----- Source/Game/Maps/GridNotifiers.cs | 2 +- Source/Scripts/World/EmeraldDragons.cs | 6 +++--- Source/Scripts/World/NpcSpecial.cs | 10 +++++----- 13 files changed, 29 insertions(+), 29 deletions(-) diff --git a/Source/Framework/Constants/CreatureConst.cs b/Source/Framework/Constants/CreatureConst.cs index fc435ab0c..a62b11b7e 100644 --- a/Source/Framework/Constants/CreatureConst.cs +++ b/Source/Framework/Constants/CreatureConst.cs @@ -73,7 +73,7 @@ namespace Framework.Constants Confused = 0x400000, Fleeing = 0x800000, Possessed = 0x1000000, // under direct client control by a player (possess or vehicle) - NotSelectable = 0x2000000, + Uninteractible = 0x2000000, Skinnable = 0x4000000, Mount = 0x8000000, Unk28 = 0x10000000, diff --git a/Source/Game/AI/CoreAI/CreatureAI.cs b/Source/Game/AI/CoreAI/CreatureAI.cs index d4637a2fb..0856135d3 100644 --- a/Source/Game/AI/CoreAI/CreatureAI.cs +++ b/Source/Game/AI/CoreAI/CreatureAI.cs @@ -386,7 +386,7 @@ namespace Game.AI point.AddUnitFlag(UnitFlags.Stunned); point.SetImmuneToAll(true); if (!hasOutOfBoundsNeighbor) - point.AddUnitFlag(UnitFlags.NotSelectable); + point.AddUnitFlag(UnitFlags.Uninteractible); } Q.Remove(front); } diff --git a/Source/Game/BattleFields/BattleField.cs b/Source/Game/BattleFields/BattleField.cs index 8f18f905a..db0a823ef 100644 --- a/Source/Game/BattleFields/BattleField.cs +++ b/Source/Game/BattleFields/BattleField.cs @@ -516,7 +516,7 @@ namespace Game.BattleFields { creature.CombatStop(); creature.SetReactState(ReactStates.Passive); - creature.AddUnitFlag(UnitFlags.NonAttackable | UnitFlags.NotSelectable); + creature.AddUnitFlag(UnitFlags.NonAttackable | UnitFlags.Uninteractible); creature.DisappearAndDie(); creature.SetVisible(false); } @@ -524,7 +524,7 @@ namespace Game.BattleFields public void ShowNpc(Creature creature, bool aggressive) { creature.SetVisible(true); - creature.RemoveUnitFlag(UnitFlags.NonAttackable | UnitFlags.NotSelectable); + creature.RemoveUnitFlag(UnitFlags.NonAttackable | UnitFlags.Uninteractible); if (!creature.IsAlive()) creature.Respawn(true); if (aggressive) diff --git a/Source/Game/BattleGrounds/Zones/StrandofAncients.cs b/Source/Game/BattleGrounds/Zones/StrandofAncients.cs index a69381344..d05fb528a 100644 --- a/Source/Game/BattleGrounds/Zones/StrandofAncients.cs +++ b/Source/Game/BattleGrounds/Zones/StrandofAncients.cs @@ -688,9 +688,9 @@ namespace Game.BattleGrounds.Zones if (dem) { if (start) - dem.AddUnitFlag(UnitFlags.NonAttackable | UnitFlags.NotSelectable); + dem.AddUnitFlag(UnitFlags.NonAttackable | UnitFlags.Uninteractible); else - dem.RemoveUnitFlag(UnitFlags.NonAttackable | UnitFlags.NotSelectable); + dem.RemoveUnitFlag(UnitFlags.NonAttackable | UnitFlags.Uninteractible); } } } diff --git a/Source/Game/Entities/Creature/Creature.cs b/Source/Game/Entities/Creature/Creature.cs index 1f2de9615..b87c68e7e 100644 --- a/Source/Game/Entities/Creature/Creature.cs +++ b/Source/Game/Entities/Creature/Creature.cs @@ -414,7 +414,7 @@ namespace Game.Entities // trigger creature is always not selectable and can not be attacked if (IsTrigger()) - AddUnitFlag(UnitFlags.NotSelectable); + AddUnitFlag(UnitFlags.Uninteractible); InitializeReactState(); @@ -2252,7 +2252,7 @@ namespace Game.Entities if (IsCivilian()) return false; - if (HasUnitFlag(UnitFlags.NonAttackable | UnitFlags.NotSelectable) || IsImmuneToNPC()) + if (HasUnitFlag(UnitFlags.NonAttackable | UnitFlags.Uninteractible) || IsImmuneToNPC()) return false; // skip fighting creature diff --git a/Source/Game/Entities/Object/Update/UpdateFields.cs b/Source/Game/Entities/Object/Update/UpdateFields.cs index b9f417ca1..fc2ea4374 100644 --- a/Source/Game/Entities/Object/Update/UpdateFields.cs +++ b/Source/Game/Entities/Object/Update/UpdateFields.cs @@ -2272,9 +2272,9 @@ namespace Game.Entities uint GetViewerDependentFlags(UnitData unitData, Unit unit, Player receiver) { uint flags = unitData.Flags; - // Gamemasters should be always able to select units - remove not selectable flag + // Update fields of triggers, transformed units or uninteractible units (values dependent on GM state) if (receiver.IsGameMaster()) - flags &= ~(uint)UnitFlags.NotSelectable; + flags &= ~(uint)UnitFlags.Uninteractible; return flags; } diff --git a/Source/Game/Entities/Object/WorldObject.cs b/Source/Game/Entities/Object/WorldObject.cs index 6fd83379f..d0a7ec84b 100644 --- a/Source/Game/Entities/Object/WorldObject.cs +++ b/Source/Game/Entities/Object/WorldObject.cs @@ -2514,7 +2514,7 @@ namespace Game.Entities return false; // can't attack untargetable - if ((bySpell == null || !bySpell.HasAttribute(SpellAttr6.CanTargetUntargetable)) && unitTarget != null && unitTarget.HasUnitFlag(UnitFlags.NotSelectable)) + if ((bySpell == null || !bySpell.HasAttribute(SpellAttr6.CanTargetUntargetable)) && unitTarget != null && unitTarget.HasUnitFlag(UnitFlags.Uninteractible)) return false; Player playerAttacker = ToPlayer(); @@ -2672,7 +2672,7 @@ namespace Game.Entities return false; // can't assist untargetable - if ((bySpell == null || !bySpell.HasAttribute(SpellAttr6.CanTargetUntargetable)) && unitTarget && unitTarget.HasUnitFlag(UnitFlags.NotSelectable)) + if ((bySpell == null || !bySpell.HasAttribute(SpellAttr6.CanTargetUntargetable)) && unitTarget && unitTarget.HasUnitFlag(UnitFlags.Uninteractible)) return false; // check flags for negative spells diff --git a/Source/Game/Entities/Player/Player.cs b/Source/Game/Entities/Player/Player.cs index 8c70f5eea..aa723146a 100644 --- a/Source/Game/Entities/Player/Player.cs +++ b/Source/Game/Entities/Player/Player.cs @@ -3588,7 +3588,7 @@ namespace Game.Entities { Creature creature = GetMap().GetCreature(guid); // Update fields of triggers, transformed units or unselectable units (values dependent on GM state) - if (creature == null || (!creature.IsTrigger() && !creature.HasAuraType(AuraType.Transform) && !creature.HasUnitFlag(UnitFlags.NotSelectable))) + if (creature == null || (!creature.IsTrigger() && !creature.HasAuraType(AuraType.Transform) && !creature.HasUnitFlag(UnitFlags.Uninteractible))) continue; creature.m_values.ModifyValue(m_unitData).ModifyValue(m_unitData.DisplayID); @@ -5980,7 +5980,7 @@ namespace Game.Entities UnitFlags.ImmuneToPc | UnitFlags.ImmuneToNpc | UnitFlags.Looting | UnitFlags.PetInCombat | UnitFlags.Silenced | UnitFlags.Pacified | UnitFlags.Stunned | UnitFlags.InCombat | UnitFlags.Disarmed | - UnitFlags.Confused | UnitFlags.Fleeing | UnitFlags.NotSelectable | + UnitFlags.Confused | UnitFlags.Fleeing | UnitFlags.Uninteractible | UnitFlags.Skinnable | UnitFlags.Mount | UnitFlags.TaxiFlight); AddUnitFlag(UnitFlags.PlayerControlled); // must be set diff --git a/Source/Game/Entities/Unit/Unit.Combat.cs b/Source/Game/Entities/Unit/Unit.Combat.cs index 9ea13c114..24348feee 100644 --- a/Source/Game/Entities/Unit/Unit.Combat.cs +++ b/Source/Game/Entities/Unit/Unit.Combat.cs @@ -160,7 +160,7 @@ namespace Game.Entities if (!IsAlive()) return false; - if (HasUnitFlag(UnitFlags.NonAttackable | UnitFlags.NotSelectable)) + if (HasUnitFlag(UnitFlags.NonAttackable | UnitFlags.Uninteractible)) return false; if (IsTypeId(TypeId.Player) && ToPlayer().IsGameMaster()) diff --git a/Source/Game/Entities/Vehicle.cs b/Source/Game/Entities/Vehicle.cs index 3060f20cd..c50ed1960 100644 --- a/Source/Game/Entities/Vehicle.cs +++ b/Source/Game/Entities/Vehicle.cs @@ -374,8 +374,8 @@ namespace Game.Entities unit.SetDisableGravity(false); // Remove UNIT_FLAG_NOT_SELECTABLE if passenger did not have it before entering vehicle - if (seat.Value.SeatInfo.HasFlag(VehicleSeatFlags.PassengerNotSelectable) && !seat.Value.Passenger.IsUnselectable) - unit.RemoveUnitFlag(UnitFlags.NotSelectable); + if (seat.Value.SeatInfo.HasFlag(VehicleSeatFlags.PassengerNotSelectable) && !seat.Value.Passenger.IsUninteractible) + unit.RemoveUnitFlag(UnitFlags.Uninteractible); seat.Value.Passenger.Reset(); @@ -644,7 +644,7 @@ namespace Game.Entities Passenger.SetVehicle(Target); Seat.Value.Passenger.Guid = Passenger.GetGUID(); - Seat.Value.Passenger.IsUnselectable = Passenger.HasUnitFlag(UnitFlags.NotSelectable); + Seat.Value.Passenger.IsUninteractible = Passenger.HasUnitFlag(UnitFlags.Uninteractible); Seat.Value.Passenger.IsGravityDisabled = Passenger.HasUnitMovementFlag(MovementFlag.DisableGravity); if (Seat.Value.SeatInfo.CanEnterOrExit()) { @@ -767,13 +767,13 @@ namespace Game.Entities public struct PassengerInfo { public ObjectGuid Guid; - public bool IsUnselectable; + public bool IsUninteractible; public bool IsGravityDisabled; public void Reset() { Guid = ObjectGuid.Empty; - IsUnselectable = false; + IsUninteractible = false; IsGravityDisabled = false; } } diff --git a/Source/Game/Maps/GridNotifiers.cs b/Source/Game/Maps/GridNotifiers.cs index 31a58da8b..08cf441b7 100644 --- a/Source/Game/Maps/GridNotifiers.cs +++ b/Source/Game/Maps/GridNotifiers.cs @@ -2167,7 +2167,7 @@ namespace Game.Maps public bool Invoke(Unit u) { - // Check contains checks for: live, non-selectable, non-attackable flags, flight check and GM check, ignore totems + // Check contains checks for: live, uninteractible, non-attackable flags, flight check and GM check, ignore totems if (u.IsTypeId(TypeId.Unit) && u.IsTotem()) return false; diff --git a/Source/Scripts/World/EmeraldDragons.cs b/Source/Scripts/World/EmeraldDragons.cs index 7d5c6f771..bf04151be 100644 --- a/Source/Scripts/World/EmeraldDragons.cs +++ b/Source/Scripts/World/EmeraldDragons.cs @@ -101,7 +101,7 @@ namespace Scripts.World.EmeraldDragons public override void Reset() { base.Reset(); - me.RemoveUnitFlag(UnitFlags.NotSelectable | UnitFlags.NonAttackable); + me.RemoveUnitFlag(UnitFlags.Uninteractible | UnitFlags.NonAttackable); me.SetReactState(ReactStates.Aggressive); DoCast(me, SpellIds.MarkOfNatureAura, new CastSpellExtraArgs(true)); @@ -453,7 +453,7 @@ namespace Scripts.World.EmeraldDragons _shades += (byte)SpellIds.TaerarShadeSpells.Length; DoCast(SpellIds.Shade); - me.AddUnitFlag(UnitFlags.NotSelectable | UnitFlags.NonAttackable); + me.AddUnitFlag(UnitFlags.Uninteractible | UnitFlags.NonAttackable); me.SetReactState(ReactStates.Passive); ++_stage; @@ -472,7 +472,7 @@ namespace Scripts.World.EmeraldDragons { _banished = false; - me.RemoveUnitFlag(UnitFlags.NotSelectable | UnitFlags.NonAttackable); + me.RemoveUnitFlag(UnitFlags.Uninteractible | UnitFlags.NonAttackable); me.RemoveAurasDueToSpell(SpellIds.Shade); me.SetReactState(ReactStates.Aggressive); } diff --git a/Source/Scripts/World/NpcSpecial.cs b/Source/Scripts/World/NpcSpecial.cs index 73a86d9fc..fd740844b 100644 --- a/Source/Scripts/World/NpcSpecial.cs +++ b/Source/Scripts/World/NpcSpecial.cs @@ -810,7 +810,7 @@ namespace Scripts.World.NpcSpecial public override void Reset() { Initialize(); - me.RemoveUnitFlag(UnitFlags.NotSelectable); + me.RemoveUnitFlag(UnitFlags.Uninteractible); } public void BeginEvent(Player player) @@ -835,7 +835,7 @@ namespace Scripts.World.NpcSpecial } Event = true; - me.AddUnitFlag(UnitFlags.NotSelectable); + me.AddUnitFlag(UnitFlags.Uninteractible); } public void PatientDied(Position point) @@ -992,7 +992,7 @@ namespace Scripts.World.NpcSpecial Initialize(); //no select - me.RemoveUnitFlag(UnitFlags.NotSelectable); + me.RemoveUnitFlag(UnitFlags.Uninteractible); //no regen health me.AddUnitFlag(UnitFlags.InCombat); @@ -1038,7 +1038,7 @@ namespace Scripts.World.NpcSpecial } //make not selectable - me.AddUnitFlag(UnitFlags.NotSelectable); + me.AddUnitFlag(UnitFlags.Uninteractible); //regen health me.RemoveUnitFlag(UnitFlags.InCombat); @@ -1075,7 +1075,7 @@ namespace Scripts.World.NpcSpecial if (me.IsAlive() && me.GetHealth() <= 6) { me.RemoveUnitFlag(UnitFlags.InCombat); - me.AddUnitFlag(UnitFlags.NotSelectable); + me.AddUnitFlag(UnitFlags.Uninteractible); me.SetDeathState(DeathState.JustDied); me.AddDynamicFlag(UnitDynFlags.Dead);