feat(Core/AI): Allow preventing health check events while casting (#22897)

This commit is contained in:
Andrew
2025-09-14 18:48:33 -03:00
committed by GitHub
parent 3d828a6568
commit 28532bc1e0
2 changed files with 14 additions and 9 deletions

View File

@@ -751,6 +751,10 @@ void BossAI::DamageTaken(Unit* attacker, uint32& damage, DamageEffectType damage
ScriptedAI::DamageTaken(attacker, damage, damagetype, damageSchoolMask);
if (_nextHealthCheck._valid)
{
if (!_nextHealthCheck._allowedWhileCasting && me->HasUnitState(UNIT_STATE_CASTING))
return;
if (me->HealthBelowPctDamaged(_nextHealthCheck._healthPct, damage))
{
_nextHealthCheck._exec();
@@ -764,6 +768,7 @@ void BossAI::DamageTaken(Unit* attacker, uint32& damage, DamageEffectType damage
if (!_healthCheckEvents.empty())
_nextHealthCheck = _healthCheckEvents.front();
}
}
}
/**
@@ -771,19 +776,18 @@ void BossAI::DamageTaken(Unit* attacker, uint32& damage, DamageEffectType damage
*
* @param healthPct The health percent at which the code will be executed.
* @param exec The fuction to be executed.
* @param allowedWhileCasting If false, the event will not be checked while the creature is casting.
*/
void BossAI::ScheduleHealthCheckEvent(uint32 healthPct, std::function<void()> exec)
void BossAI::ScheduleHealthCheckEvent(uint32 healthPct, std::function<void()> exec, bool allowedWhileCasting /*=true*/)
{
_healthCheckEvents.push_back(HealthCheckEventData(healthPct, exec));
_healthCheckEvents.push_back(HealthCheckEventData(healthPct, exec, true, allowedWhileCasting));
_nextHealthCheck = _healthCheckEvents.front();
};
void BossAI::ScheduleHealthCheckEvent(std::initializer_list<uint8> healthPct, std::function<void()> exec)
void BossAI::ScheduleHealthCheckEvent(std::initializer_list<uint8> healthPct, std::function<void()> exec, bool allowedWhileCasting /*=true*/)
{
for (auto const& checks : healthPct)
{
_healthCheckEvents.push_back(HealthCheckEventData(checks, exec));
}
_healthCheckEvents.push_back(HealthCheckEventData(checks, exec, true, allowedWhileCasting));
_nextHealthCheck = _healthCheckEvents.front();
}

View File

@@ -456,11 +456,12 @@ private:
struct HealthCheckEventData
{
HealthCheckEventData(uint8 healthPct, std::function<void()> exec, bool valid = true) : _healthPct(healthPct), _exec(exec), _valid(valid) { };
HealthCheckEventData(uint8 healthPct, std::function<void()> exec, bool valid = true, bool allowedWhileCasting = true) : _healthPct(healthPct), _exec(exec), _valid(valid), _allowedWhileCasting(allowedWhileCasting) { };
uint8 _healthPct;
std::function<void()> _exec;
bool _valid;
bool _allowedWhileCasting;
};
class BossAI : public ScriptedAI
@@ -482,8 +483,8 @@ public:
void UpdateAI(uint32 diff) override;
void ScheduleHealthCheckEvent(uint32 healthPct, std::function<void()> exec);
void ScheduleHealthCheckEvent(std::initializer_list<uint8> healthPct, std::function<void()> exec);
void ScheduleHealthCheckEvent(uint32 healthPct, std::function<void()> exec, bool allowedWhileCasting = true);
void ScheduleHealthCheckEvent(std::initializer_list<uint8> healthPct, std::function<void()> exec, bool allowedWhileCasting = true);
// @brief Casts the spell after the fixed time and says the text id if provided. Timer will run even if the creature is casting or out of combat.
// @param spellId The spell to cast.