feat(Core/AI): Implement ScheduleHealthCheckEvent() for events that fire … (#15275)

This commit is contained in:
Skjalf
2023-03-04 23:25:43 -03:00
committed by GitHub
parent 7d970d057c
commit 81d831faac
3 changed files with 54 additions and 20 deletions

View File

@@ -577,6 +577,7 @@ void BossAI::_Reset()
events.Reset();
scheduler.CancelAll();
summons.DespawnAll();
_healthCheckEvents.clear();
if (instance)
instance->SetBossState(_bossId, NOT_STARTED);
}
@@ -586,6 +587,7 @@ void BossAI::_JustDied()
events.Reset();
scheduler.CancelAll();
summons.DespawnAll();
_healthCheckEvents.clear();
if (instance)
{
instance->SetBossState(_bossId, DONE);
@@ -667,6 +669,39 @@ void BossAI::UpdateAI(uint32 diff)
DoMeleeAttackIfReady();
}
void BossAI::DamageTaken(Unit* /*attacker*/, uint32& damage, DamageEffectType /*damagetype*/, SpellSchoolMask /*damageSchoolMask*/)
{
if (!_healthCheckEvents.empty())
{
_healthCheckEvents.remove_if([&](HealthCheckEventData data) -> bool
{
return _ProccessHealthCheckEvent(data._healthPct, damage, data._exec);
});
}
}
/**
* @brief Executes a function once the creature reaches the defined health point percent.
*
* @param healthPct The health percent at which the code will be executed.
* @param exec The fuction to be executed.
*/
void BossAI::ScheduleHealthCheckEvent(uint32 healthPct, std::function<void()> exec)
{
_healthCheckEvents.push_back(HealthCheckEventData(healthPct, exec));
};
bool BossAI::_ProccessHealthCheckEvent(uint8 healthPct, uint32 damage, std::function<void()> exec) const
{
if (me->HealthBelowPctDamaged(healthPct, damage))
{
exec();
return true;
}
return false;
}
// WorldBossAI - for non-instanced bosses
WorldBossAI::WorldBossAI(Creature* creature) :

View File

@@ -430,6 +430,14 @@ private:
bool _isHeroic;
};
struct HealthCheckEventData
{
HealthCheckEventData(uint8 healthPct, std::function<void()> exec) : _healthPct(healthPct), _exec(exec) { };
uint8 _healthPct;
std::function<void()> _exec;
};
class BossAI : public ScriptedAI
{
public:
@@ -440,12 +448,15 @@ public:
bool CanRespawn() override;
void DamageTaken(Unit* attacker, uint32& damage, DamageEffectType damagetype, SpellSchoolMask damageSchoolMask) override;
void JustSummoned(Creature* summon) override;
void SummonedCreatureDespawn(Creature* summon) override;
void SummonedCreatureDespawnAll() override;
void UpdateAI(uint32 diff) override;
void ScheduleHealthCheckEvent(uint32 healthPct, std::function<void()> exec);
// Hook used to execute events scheduled into EventMap without the need
// to override UpdateAI
// note: You must re-schedule the event within this method if the event
@@ -464,6 +475,7 @@ protected:
void _JustEngagedWith();
void _JustDied();
void _JustReachedHome() { me->setActive(false); }
[[nodiscard]] bool _ProccessHealthCheckEvent(uint8 healthPct, uint32 damage, std::function<void()> exec) const;
void TeleportCheaters();
@@ -473,6 +485,7 @@ protected:
private:
uint32 const _bossId;
std::list<HealthCheckEventData> _healthCheckEvents;
};
class WorldBossAI : public ScriptedAI