refactor(Core): Make more use of helpers. (#19835)

* Init.

* Reword.

* Update codestyle script.

Co-Authored-By: Kitzunu <24550914+Kitzunu@users.noreply.github.com>

* Add gameobject type ID check, reorder checks.

* Add helper/codestyle check for unit type.

* `IsUnit()` -> `IsCreature()`

* Add `IsUnit()` method.

* Use type mask.

https: //github.com/TrinityCore/TrinityCore/commit/cc71da35b5dc74abf71f8691161525a23d870bb5
Co-Authored-By: Giacomo Pozzoni <giacomopoz@gmail.com>
Co-Authored-By: Ovahlord <18347559+Ovahlord@users.noreply.github.com>

* Replace instances of `isType` with `IsUnit`.

---------

Co-authored-by: Kitzunu <24550914+Kitzunu@users.noreply.github.com>
Co-authored-by: Giacomo Pozzoni <giacomopoz@gmail.com>
Co-authored-by: Ovahlord <18347559+Ovahlord@users.noreply.github.com>
This commit is contained in:
Benjamin Jackson
2024-09-03 13:41:31 -04:00
committed by GitHub
parent e3e4133e88
commit 1edac37ac3
165 changed files with 725 additions and 719 deletions

View File

@@ -107,7 +107,7 @@ void CreatureAI::DoZoneInCombat(Creature* creature /*= nullptr*/, float maxRange
Map* map = creature->GetMap();
if (!map->IsDungeon()) //use IsDungeon instead of Instanceable, in case battlegrounds will be instantiated
{
LOG_ERROR("entities.unit.ai", "DoZoneInCombat call for map {} that isn't a dungeon (creature entry = {})", map->GetId(), creature->GetTypeId() == TYPEID_UNIT ? creature->ToCreature()->GetEntry() : 0);
LOG_ERROR("entities.unit.ai", "DoZoneInCombat call for map {} that isn't a dungeon (creature entry = {})", map->GetId(), creature->IsCreature() ? creature->ToCreature()->GetEntry() : 0);
return;
}
@@ -175,10 +175,10 @@ void CreatureAI::MoveInLineOfSight(Unit* who)
void CreatureAI::TriggerAlert(Unit const* who) const
{
// If there's no target, or target isn't a player do nothing
if (!who || who->GetTypeId() != TYPEID_PLAYER)
if (!who || !who->IsPlayer())
return;
// If this unit isn't an NPC, is already distracted, is in combat, is confused, stunned or fleeing, do nothing
if (me->GetTypeId() != TYPEID_UNIT || me->IsEngaged() || me->HasUnitState(UNIT_STATE_CONFUSED | UNIT_STATE_STUNNED | UNIT_STATE_FLEEING | UNIT_STATE_DISTRACTED))
if (!me->IsCreature() || me->IsEngaged() || me->HasUnitState(UNIT_STATE_CONFUSED | UNIT_STATE_STUNNED | UNIT_STATE_FLEEING | UNIT_STATE_DISTRACTED))
return;
// Only alert for hostiles!
if (me->IsCivilian() || me->HasReactState(REACT_PASSIVE) || !me->IsHostileTo(who) || !me->_IsTargetAcceptable(who))