refactor(GameObjectAI): Change self-accessor to "me" (#9041)

This commit is contained in:
Kitzunu
2021-11-08 22:06:04 +01:00
committed by GitHub
parent 84b1295938
commit 24f9f993cc
10 changed files with 87 additions and 82 deletions

View File

@@ -25,12 +25,17 @@
#include "QuestDef.h"
#include <list>
class GameObjectAI
class GameObject;
class Unit;
class SpellInfo;
class AC_GAME_API GameObjectAI
{
protected:
GameObject* const go;
GameObject* const me;
public:
explicit GameObjectAI(GameObject* g) : go(g) {}
explicit GameObjectAI(GameObject* go) : me(go) {}
virtual ~GameObjectAI() {}
virtual void UpdateAI(uint32 /*diff*/) {}
@@ -65,7 +70,7 @@ public:
class NullGameObjectAI : public GameObjectAI
{
public:
explicit NullGameObjectAI(GameObject* g);
explicit NullGameObjectAI(GameObject* go);
void UpdateAI(uint32 /*diff*/) override {}

View File

@@ -1089,10 +1089,10 @@ void SmartGameObjectAI::UpdateAI(uint32 diff)
void SmartGameObjectAI::InitializeAI()
{
GetScript()->OnInitialize(go);
GetScript()->OnInitialize(me);
// Xinef: do not call respawn event if go is not spawned
if (go->isSpawned())
if (me->isSpawned())
GetScript()->ProcessEventsFor(SMART_EVENT_RESPAWN);
//Reset();
}
@@ -1109,14 +1109,14 @@ void SmartGameObjectAI::Reset()
bool SmartGameObjectAI::GossipHello(Player* player, bool reportUse)
{
LOG_DEBUG("sql.sql", "SmartGameObjectAI::GossipHello");
GetScript()->ProcessEventsFor(SMART_EVENT_GOSSIP_HELLO, player, (uint32)reportUse, 0, false, nullptr, go);
GetScript()->ProcessEventsFor(SMART_EVENT_GOSSIP_HELLO, player, (uint32)reportUse, 0, false, nullptr, me);
return false;
}
// Called when a player selects a gossip item in the gameobject's gossip menu.
bool SmartGameObjectAI::GossipSelect(Player* player, uint32 sender, uint32 action)
{
GetScript()->ProcessEventsFor(SMART_EVENT_GOSSIP_SELECT, player, sender, action, false, nullptr, go);
GetScript()->ProcessEventsFor(SMART_EVENT_GOSSIP_SELECT, player, sender, action, false, nullptr, me);
return false;
}
@@ -1129,21 +1129,21 @@ bool SmartGameObjectAI::GossipSelectCode(Player* /*player*/, uint32 /*sender*/,
// Called when a player accepts a quest from the gameobject.
bool SmartGameObjectAI::QuestAccept(Player* player, Quest const* quest)
{
GetScript()->ProcessEventsFor(SMART_EVENT_ACCEPTED_QUEST, player, quest->GetQuestId(), 0, false, nullptr, go);
GetScript()->ProcessEventsFor(SMART_EVENT_ACCEPTED_QUEST, player, quest->GetQuestId(), 0, false, nullptr, me);
return false;
}
// Called when a player selects a quest reward.
bool SmartGameObjectAI::QuestReward(Player* player, Quest const* quest, uint32 opt)
{
GetScript()->ProcessEventsFor(SMART_EVENT_REWARD_QUEST, player, quest->GetQuestId(), opt, false, nullptr, go);
GetScript()->ProcessEventsFor(SMART_EVENT_REWARD_QUEST, player, quest->GetQuestId(), opt, false, nullptr, me);
return false;
}
// Called when the gameobject is destroyed (destructible buildings only).
void SmartGameObjectAI::Destroyed(Player* player, uint32 eventId)
{
GetScript()->ProcessEventsFor(SMART_EVENT_DEATH, player, eventId, 0, false, nullptr, go);
GetScript()->ProcessEventsFor(SMART_EVENT_DEATH, player, eventId, 0, false, nullptr, me);
}
void SmartGameObjectAI::SetData(uint32 id, uint32 value)