Some cleanups. (might break build for scripts as they are a WIP)

This commit is contained in:
hondacrx
2023-10-08 10:35:31 -04:00
parent fa10b981bd
commit cda53c8e7f
208 changed files with 2266 additions and 2329 deletions
+34 -34
View File
@@ -91,7 +91,7 @@ namespace Game.Maps
// at this moment i_clientGUIDs have guids that not iterate at grid level checks
// but exist one case when this possible and object not out of range: transports
Transport transport = i_player.GetTransport<Transport>();
if (transport)
if (transport != null)
{
foreach (var obj in transport.GetPassengers())
{
@@ -197,10 +197,10 @@ namespace Game.Maps
{
DynamicObject dynamicObject = objs[i];
Unit caster = dynamicObject.GetCaster();
if (caster)
if (caster != null)
{
Player pl = caster.ToPlayer();
if (pl && pl.seerView == dynamicObject)
if (pl != null && pl.seerView == dynamicObject)
pl.UpdateVisibilityOf(i_objects);
}
}
@@ -277,7 +277,7 @@ namespace Game.Maps
Creature creature = objs[i];
CreatureUnitRelocationWorker(i_creature, creature);
if (!creature.IsNeedNotify(NotifyFlags.VisibilityChanged))
if (creature.IsNeedNotify(NotifyFlags.VisibilityChanged))
CreatureUnitRelocationWorker(creature, i_creature);
}
}
@@ -320,7 +320,7 @@ namespace Game.Maps
for (var i = 0; i < objs.Count; ++i)
{
Creature creature = objs[i];
if (!creature.IsNeedNotify(NotifyFlags.VisibilityChanged))
if (creature.IsNeedNotify(NotifyFlags.VisibilityChanged))
continue;
CreatureRelocationNotifier relocate = new(creature);
@@ -439,7 +439,7 @@ namespace Game.Maps
for (var i = 0; i < objs.Count; ++i)
{
Creature creature = objs[i];
if (!creature.InSamePhase(i_phaseShift))
if (creature.InSamePhase(i_phaseShift))
continue;
if ((!required3dDist ? creature.GetExactDist2dSq(i_source) : creature.GetExactDistSq(i_source)) > i_distSq)
@@ -468,10 +468,10 @@ namespace Game.Maps
// Send packet back to the caster if the caster has vision of dynamic object
Unit caster = dynamicObject.GetCaster();
if (caster)
if (caster != null)
{
Player player = caster.ToPlayer();
if (player && player.seerView == dynamicObject)
if (player != null && player.seerView == dynamicObject)
SendPacket(player);
}
}
@@ -524,7 +524,7 @@ namespace Game.Maps
SendPacket(visionPlayer);
}
if (player.seerView == player || player.GetVehicle())
if (player.seerView == player || player.GetVehicle() != null)
SendPacket(player);
}
}
@@ -534,7 +534,7 @@ namespace Game.Maps
for (var i = 0; i < objs.Count; ++i)
{
Creature creature = objs[i];
if (!creature.InSamePhase(i_phaseShift))
if (creature.InSamePhase(i_phaseShift))
continue;
if (creature.GetExactDist2dSq(i_source) > i_distSq)
@@ -566,7 +566,7 @@ namespace Game.Maps
{
// Send packet back to the caster if the caster has vision of dynamic object
Player player = caster.ToPlayer();
if (player && player.seerView == dynamicObject)
if (player != null && player.seerView == dynamicObject)
SendPacket(player);
}
}
@@ -839,7 +839,7 @@ namespace Game.Maps
for (var i = 0; i < objs.Count; ++i)
{
Creature creature = objs[i];
if (!creature.GetSharedVisionList().Empty())
if (creature.GetSharedVisionList().Empty())
{
foreach (var visionPlayer in creature.GetSharedVisionList())
BuildPacket(visionPlayer);
@@ -1007,7 +1007,7 @@ namespace Game.Maps
return;
// already found
if (i_object)
if (i_object != null)
return;
for (var i = 0; i < objs.Count; ++i)
@@ -1030,7 +1030,7 @@ namespace Game.Maps
return;
// already found
if (i_object)
if (i_object != null)
return;
for (var i = 0; i < objs.Count; ++i)
@@ -1053,13 +1053,13 @@ namespace Game.Maps
return;
// already found
if (i_object)
if (i_object != null)
return;
for (var i = 0; i < objs.Count; ++i)
{
Creature creature = objs[i];
if (!creature.InSamePhase(i_phaseShift))
if (creature.InSamePhase(i_phaseShift))
continue;
if (i_check.Invoke(creature))
@@ -1076,7 +1076,7 @@ namespace Game.Maps
return;
// already found
if (i_object)
if (i_object != null)
return;
for (var i = 0; i < objs.Count; ++i)
@@ -1099,7 +1099,7 @@ namespace Game.Maps
return;
// already found
if (i_object)
if (i_object != null)
return;
for (var i = 0; i < objs.Count; ++i)
@@ -1122,7 +1122,7 @@ namespace Game.Maps
return;
// already found
if (i_object)
if (i_object != null)
return;
for (var i = 0; i < objs.Count; ++i)
@@ -1145,7 +1145,7 @@ namespace Game.Maps
return;
// already found
if (i_object)
if (i_object != null)
return;
for (var i = 0; i < objs.Count; ++i)
@@ -1168,7 +1168,7 @@ namespace Game.Maps
return;
// already found
if (i_object)
if (i_object != null)
return;
for (var i = 0; i < objs.Count; ++i)
@@ -1242,7 +1242,7 @@ namespace Game.Maps
for (var i = 0; i < objs.Count; ++i)
{
Creature creature = objs[i];
if (!creature.InSamePhase(i_phaseShift))
if (creature.InSamePhase(i_phaseShift))
continue;
if (i_check.Invoke(creature))
@@ -1468,7 +1468,7 @@ namespace Game.Maps
public override void Visit(IList<GameObject> objs)
{
// already found
if (i_object)
if (i_object != null)
return;
for (var i = 0; i < objs.Count; ++i)
@@ -1574,7 +1574,7 @@ namespace Game.Maps
for (var i = 0; i < objs.Count; ++i)
{
Creature creature = objs[i];
if (!creature.InSamePhase(i_phaseShift))
if (creature.InSamePhase(i_phaseShift))
continue;
if (i_check.Invoke(creature))
@@ -1618,7 +1618,7 @@ namespace Game.Maps
for (var i = 0; i < objs.Count; ++i)
{
Creature creature = objs[i];
if (!creature.InSamePhase(i_phaseShift))
if (creature.InSamePhase(i_phaseShift))
continue;
if (i_check.Invoke(creature))
@@ -1680,13 +1680,13 @@ namespace Game.Maps
public override void Visit(IList<Creature> objs)
{
// already found
if (i_object)
if (i_object != null)
return;
for (var i = 0; i < objs.Count; ++i)
{
Creature creature = objs[i];
if (!creature.InSamePhase(i_phaseShift))
if (creature.InSamePhase(i_phaseShift))
continue;
if (i_check.Invoke(creature))
@@ -1717,7 +1717,7 @@ namespace Game.Maps
for (var i = 0; i < objs.Count; ++i)
{
Creature creature = objs[i];
if (!creature.InSamePhase(i_phaseShift))
if (creature.InSamePhase(i_phaseShift))
continue;
if (i_check.Invoke(creature))
@@ -1768,7 +1768,7 @@ namespace Game.Maps
public override void Visit(IList<Player> objs)
{
// already found
if (i_object)
if (i_object != null)
return;
for (var i = 0; i < objs.Count; ++i)
@@ -2804,7 +2804,7 @@ namespace Game.Maps
public bool Invoke(T obj)
{
return obj.ToUnit() && obj.ToUnit().HasAura(_spellId, _casterGUID) == _present;
return obj.ToUnit() != null && obj.ToUnit().HasAura(_spellId, _casterGUID) == _present;
}
public static implicit operator Predicate<T>(UnitAuraCheck<T> unit)
@@ -3033,15 +3033,15 @@ namespace Game.Maps
public virtual bool Invoke(T obj)
{
Player player = obj.ToPlayer();
if (player)
if (player != null)
return !player.IsAlive() && !player.HasAuraType(AuraType.Ghost) && i_searchObj.IsWithinDistInMap(player, i_range);
Creature creature = obj.ToCreature();
if (creature)
if (creature != null)
return !creature.IsAlive() && i_searchObj.IsWithinDistInMap(creature, i_range);
Corpse corpse = obj.ToCorpse();
if (corpse)
if (corpse != null)
return corpse.GetCorpseType() != CorpseType.Bones && i_searchObj.IsWithinDistInMap(corpse, i_range);
return false;
@@ -3074,7 +3074,7 @@ namespace Game.Maps
return false;
Creature creature = obj.ToCreature();
if (creature)
if (creature != null)
return !creature.IsPet();
return true;