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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>
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@@ -244,7 +244,7 @@ void MotionMaster::MoveRandom(float wanderDistance)
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if (_owner->HasUnitFlag(UNIT_FLAG_DISABLE_MOVE))
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return;
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if (_owner->GetTypeId() == TYPEID_UNIT)
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if (_owner->IsCreature())
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{
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LOG_DEBUG("movement.motionmaster", "Creature ({}) start moving random", _owner->GetGUID().ToString());
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Mutate(new RandomMovementGenerator<Creature>(wanderDistance), MOTION_SLOT_IDLE);
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@@ -260,12 +260,12 @@ void MotionMaster::MoveTargetedHome(bool walk /*= false*/)
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{
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Clear(false);
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if (_owner->GetTypeId() == TYPEID_UNIT && !_owner->ToCreature()->GetCharmerOrOwnerGUID())
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if (_owner->IsCreature() && !_owner->ToCreature()->GetCharmerOrOwnerGUID())
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{
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LOG_DEBUG("movement.motionmaster", "Creature ({}) targeted home", _owner->GetGUID().ToString());
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Mutate(new HomeMovementGenerator<Creature>(walk), MOTION_SLOT_ACTIVE);
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}
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else if (_owner->GetTypeId() == TYPEID_UNIT && _owner->ToCreature()->GetCharmerOrOwnerGUID())
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else if (_owner->IsCreature() && _owner->ToCreature()->GetCharmerOrOwnerGUID())
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{
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_owner->ClearUnitState(UNIT_STATE_EVADE);
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@@ -645,7 +645,7 @@ void MotionMaster::MoveFall(uint32 id /*=0*/, bool addFlagForNPC)
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_owner->m_movementInfo.SetFallTime(0);
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_owner->ToPlayer()->SetFallInformation(GameTime::GetGameTime().count(), _owner->GetPositionZ());
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}
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else if (_owner->GetTypeId() == TYPEID_UNIT && addFlagForNPC) // pussywizard
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else if (_owner->IsCreature() && addFlagForNPC) // pussywizard
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{
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_owner->RemoveUnitMovementFlag(MOVEMENTFLAG_MASK_MOVING);
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_owner->RemoveUnitMovementFlag(MOVEMENTFLAG_FLYING | MOVEMENTFLAG_CAN_FLY);
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@@ -72,7 +72,7 @@ bool RotateMovementGenerator::Update(Unit* owner, uint32 diff)
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void RotateMovementGenerator::Finalize(Unit* unit)
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{
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unit->ClearUnitState(UNIT_STATE_ROTATING);
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if (unit->GetTypeId() == TYPEID_UNIT)
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if (unit->IsCreature())
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unit->ToCreature()->AI()->MovementInform(ROTATE_MOTION_TYPE, 0);
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}
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@@ -90,7 +90,7 @@ void DistractMovementGenerator::Finalize(Unit* owner)
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owner->ClearUnitState(UNIT_STATE_DISTRACTED);
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// If this is a creature, then return orientation to original position (for idle movement creatures)
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if (owner->GetTypeId() == TYPEID_UNIT && owner->ToCreature())
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if (owner->IsCreature() && owner->ToCreature())
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{
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float angle = owner->ToCreature()->GetHomePosition().GetOrientation();
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owner->SetFacingTo(angle);
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@@ -636,7 +636,7 @@ void PathGenerator::CreateFilter()
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uint16 includeFlags = 0;
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uint16 excludeFlags = 0;
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if (_source->GetTypeId() == TYPEID_UNIT)
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if (_source->IsCreature())
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{
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Creature* creature = (Creature*)_source;
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if (creature->CanWalk())
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@@ -231,10 +231,10 @@ bool EffectMovementGenerator::Update(Unit* unit, uint32)
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void EffectMovementGenerator::Finalize(Unit* unit)
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{
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if (unit->GetTypeId() != TYPEID_UNIT)
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if (!unit->IsCreature())
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return;
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if (unit->GetTypeId() == TYPEID_UNIT && unit->HasUnitMovementFlag(MOVEMENTFLAG_FALLING) && unit->movespline->isFalling()) // pussywizard
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if (unit->IsCreature() && unit->HasUnitMovementFlag(MOVEMENTFLAG_FALLING) && unit->movespline->isFalling()) // pussywizard
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unit->RemoveUnitMovementFlag(MOVEMENTFLAG_FALLING);
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// Need restore previous movement since we have no proper states system
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@@ -305,7 +305,7 @@ void ChaseMovementGenerator<T>::DoReset(T* owner)
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template<class T>
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void ChaseMovementGenerator<T>::MovementInform(T* owner)
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{
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if (owner->GetTypeId() != TYPEID_UNIT)
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if (!owner->IsCreature())
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return;
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// Pass back the GUIDLow of the target. If it is pet's owner then PetAI will handle
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@@ -385,7 +385,7 @@ bool FollowMovementGenerator<T>::PositionOkay(Unit* target, bool isPlayerPet, bo
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float exactDistSq = target->GetExactDistSq(_lastTargetPosition->GetPositionX(), _lastTargetPosition->GetPositionY(), _lastTargetPosition->GetPositionZ());
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float distanceTolerance = 0.25f;
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// For creatures, increase tolerance
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if (target->GetTypeId() == TYPEID_UNIT)
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if (target->IsCreature())
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{
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distanceTolerance += _range + _range;
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}
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@@ -554,7 +554,7 @@ void FollowMovementGenerator<T>::DoReset(T* owner)
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template<class T>
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void FollowMovementGenerator<T>::MovementInform(T* owner)
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{
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if (owner->GetTypeId() != TYPEID_UNIT)
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if (!owner->IsCreature())
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return;
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// Pass back the GUIDLow of the target. If it is pet's owner then PetAI will handle
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