refactor(Core/Object): adds consistency in the use of type object check (#19671)

This commit is contained in:
Grimdhex
2024-08-25 14:57:37 +02:00
committed by GitHub
parent 61f3a631c3
commit 643362d697
189 changed files with 783 additions and 775 deletions

View File

@@ -269,7 +269,7 @@ void MotionMaster::MoveTargetedHome(bool walk /*= false*/)
Unit* target = _owner->ToCreature()->GetCharmerOrOwner();
if (target)
{
LOG_DEBUG("movement.motionmaster", "Following {} ({})", target->GetTypeId() == TYPEID_PLAYER ? "player" : "creature", target->GetGUID().ToString());
LOG_DEBUG("movement.motionmaster", "Following {} ({})", target->IsPlayer() ? "player" : "creature", target->GetGUID().ToString());
Mutate(new FollowMovementGenerator<Creature>(target, PET_FOLLOW_DIST, _owner->GetFollowAngle(),true), MOTION_SLOT_ACTIVE);
}
}
@@ -285,7 +285,7 @@ void MotionMaster::MoveConfused()
if (_owner->HasUnitFlag(UNIT_FLAG_DISABLE_MOVE))
return;
if (_owner->GetTypeId() == TYPEID_PLAYER)
if (_owner->IsPlayer())
{
LOG_DEBUG("movement.motionmaster", "Player ({}) move confused", _owner->GetGUID().ToString());
Mutate(new ConfusedMovementGenerator<Player>(), MOTION_SLOT_CONTROLLED);
@@ -305,16 +305,16 @@ void MotionMaster::MoveChase(Unit* target, std::optional<ChaseRange> dist, std:
return;
//_owner->ClearUnitState(UNIT_STATE_FOLLOW);
if (_owner->GetTypeId() == TYPEID_PLAYER)
if (_owner->IsPlayer())
{
LOG_DEBUG("movement.motionmaster", "Player ({}) chase to {} ({})",
_owner->GetGUID().ToString(), target->GetTypeId() == TYPEID_PLAYER ? "player" : "creature", target->GetGUID().ToString());
_owner->GetGUID().ToString(), target->IsPlayer() ? "player" : "creature", target->GetGUID().ToString());
Mutate(new ChaseMovementGenerator<Player>(target, dist, angle), MOTION_SLOT_ACTIVE);
}
else
{
LOG_DEBUG("movement.motionmaster", "Creature ({}) chase to {} ({})",
_owner->GetGUID().ToString(), target->GetTypeId() == TYPEID_PLAYER ? "player" : "creature", target->GetGUID().ToString());
_owner->GetGUID().ToString(), target->IsPlayer() ? "player" : "creature", target->GetGUID().ToString());
Mutate(new ChaseMovementGenerator<Creature>(target, dist, angle), MOTION_SLOT_ACTIVE);
}
}
@@ -401,16 +401,16 @@ void MotionMaster::MoveFollow(Unit* target, float dist, float angle, MovementSlo
}
//_owner->AddUnitState(UNIT_STATE_FOLLOW);
if (_owner->GetTypeId() == TYPEID_PLAYER)
if (_owner->IsPlayer())
{
LOG_DEBUG("movement.motionmaster", "Player ({}) follow to {} ({})",
_owner->GetGUID().ToString(), target->GetTypeId() == TYPEID_PLAYER ? "player" : "creature", target->GetGUID().ToString());
_owner->GetGUID().ToString(), target->IsPlayer() ? "player" : "creature", target->GetGUID().ToString());
Mutate(new FollowMovementGenerator<Player>(target, dist, angle, inheritWalkState), slot);
}
else
{
LOG_DEBUG("movement.motionmaster", "Creature ({}) follow to {} ({})",
_owner->GetGUID().ToString(), target->GetTypeId() == TYPEID_PLAYER ? "player" : "creature", target->GetGUID().ToString());
_owner->GetGUID().ToString(), target->IsPlayer() ? "player" : "creature", target->GetGUID().ToString());
Mutate(new FollowMovementGenerator<Creature>(target, dist, angle, inheritWalkState), slot);
}
}
@@ -421,7 +421,7 @@ void MotionMaster::MovePoint(uint32 id, float x, float y, float z, bool generate
if (_owner->HasUnitFlag(UNIT_FLAG_DISABLE_MOVE))
return;
if (_owner->GetTypeId() == TYPEID_PLAYER)
if (_owner->IsPlayer())
{
LOG_DEBUG("movement.motionmaster", "Player ({}) targeted point (Id: {} X: {} Y: {} Z: {})", _owner->GetGUID().ToString(), id, x, y, z);
Mutate(new PointMovementGenerator<Player>(id, x, y, z, 0.0f, orientation, nullptr, generatePath, forceDestination), slot);
@@ -439,7 +439,7 @@ void MotionMaster::MoveSplinePath(Movement::PointsArray* path)
if (_owner->HasUnitFlag(UNIT_FLAG_DISABLE_MOVE))
return;
if (_owner->GetTypeId() == TYPEID_PLAYER)
if (_owner->IsPlayer())
{
Mutate(new EscortMovementGenerator<Player>(path), MOTION_SLOT_ACTIVE);
}
@@ -527,7 +527,7 @@ void MotionMaster::MoveTakeoff(uint32 id, float x, float y, float z, float speed
void MotionMaster::MoveKnockbackFrom(float srcX, float srcY, float speedXY, float speedZ)
{
//this function may make players fall below map
if (_owner->GetTypeId() == TYPEID_PLAYER)
if (_owner->IsPlayer())
return;
if (speedXY <= 0.1f)
@@ -553,7 +553,7 @@ void MotionMaster::MoveKnockbackFrom(float srcX, float srcY, float speedXY, floa
void MotionMaster::MoveJumpTo(float angle, float speedXY, float speedZ)
{
//this function may make players fall below map
if (_owner->GetTypeId() == TYPEID_PLAYER)
if (_owner->IsPlayer())
return;
float x, y, z;
@@ -603,7 +603,7 @@ void MotionMaster::MoveFall(uint32 id /*=0*/, bool addFlagForNPC)
if (std::fabs(_owner->GetPositionZ() - tz) < 0.1f)
return;
if (_owner->GetTypeId() == TYPEID_PLAYER)
if (_owner->IsPlayer())
{
_owner->AddUnitMovementFlag(MOVEMENTFLAG_FALLING);
_owner->m_movementInfo.SetFallTime(0);
@@ -634,7 +634,7 @@ void MotionMaster::MoveCharge(float x, float y, float z, float speed, uint32 id,
if (Impl[MOTION_SLOT_CONTROLLED] && Impl[MOTION_SLOT_CONTROLLED]->GetMovementGeneratorType() != DISTRACT_MOTION_TYPE)
return;
if (_owner->GetTypeId() == TYPEID_PLAYER)
if (_owner->IsPlayer())
{
LOG_DEBUG("movement.motionmaster", "Player ({}) charge point (X: {} Y: {} Z: {})", _owner->GetGUID().ToString(), x, y, z);
Mutate(new PointMovementGenerator<Player>(id, x, y, z, speed, orientation, path, generatePath, generatePath, targetGUID), MOTION_SLOT_CONTROLLED);
@@ -665,7 +665,7 @@ void MotionMaster::MoveSeekAssistance(float x, float y, float z)
if (_owner->HasUnitFlag(UNIT_FLAG_DISABLE_MOVE))
return;
if (_owner->GetTypeId() == TYPEID_PLAYER)
if (_owner->IsPlayer())
{
LOG_ERROR("movement.motionmaster", "Player ({}) attempt to seek assistance", _owner->GetGUID().ToString());
}
@@ -685,7 +685,7 @@ void MotionMaster::MoveSeekAssistanceDistract(uint32 time)
if (_owner->HasUnitFlag(UNIT_FLAG_DISABLE_MOVE))
return;
if (_owner->GetTypeId() == TYPEID_PLAYER)
if (_owner->IsPlayer())
{
LOG_ERROR("movement.motionmaster", "Player ({}) attempt to call distract after assistance", _owner->GetGUID().ToString());
}
@@ -705,16 +705,16 @@ void MotionMaster::MoveFleeing(Unit* enemy, uint32 time)
if (_owner->HasUnitFlag(UNIT_FLAG_DISABLE_MOVE))
return;
if (_owner->GetTypeId() == TYPEID_PLAYER)
if (_owner->IsPlayer())
{
LOG_DEBUG("movement.motionmaster", "Player ({}) flee from {} ({})",
_owner->GetGUID().ToString(), enemy->GetTypeId() == TYPEID_PLAYER ? "player" : "creature", enemy->GetGUID().ToString());
_owner->GetGUID().ToString(), enemy->IsPlayer() ? "player" : "creature", enemy->GetGUID().ToString());
Mutate(new FleeingMovementGenerator<Player>(enemy->GetGUID()), MOTION_SLOT_CONTROLLED);
}
else
{
LOG_DEBUG("movement.motionmaster", "Creature ({}) flee from {} ({}) {}",
_owner->GetGUID().ToString(), enemy->GetTypeId() == TYPEID_PLAYER ? "player" : "creature", enemy->GetGUID().ToString(), time ? " for a limited time" : "");
_owner->GetGUID().ToString(), enemy->IsPlayer() ? "player" : "creature", enemy->GetGUID().ToString(), time ? " for a limited time" : "");
if (time)
Mutate(new TimedFleeingMovementGenerator(enemy->GetGUID(), time), MOTION_SLOT_CONTROLLED);
else
@@ -724,7 +724,7 @@ void MotionMaster::MoveFleeing(Unit* enemy, uint32 time)
void MotionMaster::MoveTaxiFlight(uint32 path, uint32 pathnode)
{
if (_owner->GetTypeId() == TYPEID_PLAYER)
if (_owner->IsPlayer())
{
if (path < sTaxiPathNodesByPath.size())
{
@@ -754,7 +754,7 @@ void MotionMaster::MoveDistract(uint32 timer)
if (_owner->HasUnitFlag(UNIT_FLAG_DISABLE_MOVE))
return;
/*if (_owner->GetTypeId() == TYPEID_PLAYER)
/*if (_owner->IsPlayer())
{
LOG_DEBUG("movement.motionmaster", "Player ({}) distracted (timer: {})", _owner->GetGUID().ToString(), timer);
}
@@ -817,12 +817,12 @@ void MotionMaster::MovePath(uint32 path_id, bool repeatable)
delete curr;
}*/
//_owner->GetTypeId() == TYPEID_PLAYER ?
//_owner->IsPlayer() ?
//Mutate(new WaypointMovementGenerator<Player>(path_id, repeatable)):
Mutate(new WaypointMovementGenerator<Creature>(path_id, repeatable), MOTION_SLOT_IDLE);
LOG_DEBUG("movement.motionmaster", "{} ({}) start moving over path(Id:{}, repeatable: {})",
_owner->GetTypeId() == TYPEID_PLAYER ? "Player" : "Creature", _owner->GetGUID().ToString(), path_id, repeatable ? "YES" : "NO");
_owner->IsPlayer() ? "Player" : "Creature", _owner->GetGUID().ToString(), path_id, repeatable ? "YES" : "NO");
}
void MotionMaster::MoveRotate(uint32 time, RotateDirection direction)