mirror of
https://github.com/mod-playerbots/azerothcore-wotlk.git
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feat(Core): enable C++17 (#2234)
Co-authored-by: Winfidonarleyan <dowlandtop@yandex.com>
This commit is contained in:
committed by
Kargatum
parent
cae91f1650
commit
3a43e8c415
@@ -28,7 +28,7 @@ enum SelectAggroTarget
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};
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// default predicate function to select target based on distance, player and/or aura criteria
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struct DefaultTargetSelector : public std::unary_function<Unit*, bool>
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struct DefaultTargetSelector : public ACORE::unary_function<Unit*, bool>
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{
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const Unit* me;
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float m_dist;
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@@ -78,7 +78,7 @@ struct DefaultTargetSelector : public std::unary_function<Unit*, bool>
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// Target selector for spell casts checking range, auras and attributes
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// TODO: Add more checks from Spell::CheckCast
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struct SpellTargetSelector : public std::unary_function<Unit*, bool>
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struct SpellTargetSelector : public ACORE::unary_function<Unit*, bool>
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{
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public:
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SpellTargetSelector(Unit* caster, uint32 spellId);
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@@ -92,7 +92,7 @@ struct SpellTargetSelector : public std::unary_function<Unit*, bool>
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// Very simple target selector, will just skip main target
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// NOTE: When passing to UnitAI::SelectTarget remember to use 0 as position for random selection
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// because tank will not be in the temporary list
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struct NonTankTargetSelector : public std::unary_function<Unit*, bool>
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struct NonTankTargetSelector : public ACORE::unary_function<Unit*, bool>
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{
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public:
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NonTankTargetSelector(Creature* source, bool playerOnly = true) : _source(source), _playerOnly(playerOnly) { }
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@@ -104,7 +104,7 @@ struct NonTankTargetSelector : public std::unary_function<Unit*, bool>
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};
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// Simple selector for units using mana
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struct PowerUsersSelector : public std::unary_function<Unit*, bool>
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struct PowerUsersSelector : public ACORE::unary_function<Unit*, bool>
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{
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Unit const* _me;
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Powers const _power;
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@@ -135,7 +135,7 @@ struct PowerUsersSelector : public std::unary_function<Unit*, bool>
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}
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};
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struct FarthestTargetSelector : public std::unary_function<Unit*, bool>
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struct FarthestTargetSelector : public ACORE::unary_function<Unit*, bool>
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{
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FarthestTargetSelector(Unit const* unit, float dist, bool playerOnly, bool inLos) : _me(unit), _dist(dist), _playerOnly(playerOnly), _inLos(inLos) {}
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@@ -191,7 +191,7 @@ class UnitAI
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Unit* SelectTarget(SelectAggroTarget targetType, uint32 position = 0, float dist = 0.0f, bool playerOnly = false, int32 aura = 0);
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// Select the targets satifying the predicate.
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// predicate shall extend std::unary_function<Unit*, bool>
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// predicate shall extend ACORE::unary_function<Unit*, bool>
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template <class PREDICATE> Unit* SelectTarget(SelectAggroTarget targetType, uint32 position, PREDICATE const& predicate)
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{
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ThreatContainer::StorageType const& threatlist = me->getThreatManager().getThreatList();
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@@ -241,7 +241,7 @@ class UnitAI
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void SelectTargetList(std::list<Unit*>& targetList, uint32 num, SelectAggroTarget targetType, float dist = 0.0f, bool playerOnly = false, int32 aura = 0);
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// Select the targets satifying the predicate.
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// predicate shall extend std::unary_function<Unit*, bool>
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// predicate shall extend ACORE::unary_function<Unit*, bool>
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template <class PREDICATE> void SelectTargetList(std::list<Unit*>& targetList, PREDICATE const& predicate, uint32 maxTargets, SelectAggroTarget targetType)
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{
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ThreatContainer::StorageType const& threatlist = me->getThreatManager().getThreatList();
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@@ -36,6 +36,8 @@
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#include "BattlegroundQueue.h"
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#include "GameGraveyard.h"
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#include <unordered_map>
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#include <random>
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#ifdef ELUNA
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#include "LuaEngine.h"
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#endif
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@@ -998,8 +1000,10 @@ void RandomBattlegroundSystem::Update(uint32 diff)
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small.push_back(BATTLEGROUND_AB);
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small.push_back(BATTLEGROUND_SA);
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std::random_shuffle(big.begin(), big.end());
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std::random_shuffle(small.begin(), small.end());
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auto rng = std::default_random_engine{};
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std::shuffle(big.begin(), big.end(), rng);
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std::shuffle(small.begin(), small.end(), rng);
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m_BgOrder.push_back(small.back()); small.pop_back();
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m_BgOrder.push_back(small.back()); small.pop_back();
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@@ -42,7 +42,7 @@ LootStore LootTemplates_Skinning("skinning_loot_template", "creature s
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LootStore LootTemplates_Spell("spell_loot_template", "spell id (random item creating)", false);
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// Selects invalid loot items to be removed from group possible entries (before rolling)
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struct LootGroupInvalidSelector : public std::unary_function<LootStoreItem*, bool>
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struct LootGroupInvalidSelector : public ACORE::unary_function<LootStoreItem*, bool>
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{
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explicit LootGroupInvalidSelector(Loot const& loot, uint16 lootMode) : _loot(loot), _lootMode(lootMode) { }
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