Dungeon code cleanup

Consistent code, easier to read logic flow and some missing nullptr checks
This commit is contained in:
Bobblybook
2024-10-20 15:49:10 +11:00
parent a430786133
commit d0a9e98801
16 changed files with 106 additions and 151 deletions

View File

@@ -7,10 +7,8 @@
float PrinceKelesethMultiplier::GetValue(Action* action)
{
Unit* boss = AI_VALUE2(Unit*, "find target", "prince keleseth");
if (!boss)
{
return 1.0f;
}
if (!boss) { return 1.0f; }
if (dynamic_cast<DpsAssistAction*>(action))
{
return 0.0f;
@@ -20,13 +18,9 @@ float PrinceKelesethMultiplier::GetValue(Action* action)
float SkarvaldAndDalronnMultiplier::GetValue(Action* action)
{
// Unit* skarvald = AI_VALUE2(Unit*, "find target", "skarvald the constructor");
Unit* dalronn = AI_VALUE2(Unit*, "find target", "dalronn the controller");
if (!dalronn)
{
return 1.0f;
}
// Only need to deal with Dalronn here. If he's dead, just fall back to normal dps strat
Unit* boss = AI_VALUE2(Unit*, "find target", "dalronn the controller");
if (!boss) { return 1.0f; }
if (dynamic_cast<DpsAssistAction*>(action))
{
@@ -39,10 +33,7 @@ float IngvarThePlundererMultiplier::GetValue(Action* action)
{
Unit* boss = AI_VALUE2(Unit*, "find target", "ingvar the plunderer");
bool isTank = botAI->IsTank(bot);
if (!boss)
{
return 1.0f;
}
if (!boss) { return 1.0f; }
// Prevent movement actions overriding current movement, we're probably dodging a slam
if (isTank && bot->isMoving() && dynamic_cast<MovementAction*>(action))
@@ -60,10 +51,7 @@ float IngvarThePlundererMultiplier::GetValue(Action* action)
{
uint32 spellId = AI_VALUE2(uint32, "spell id", action->getName());
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
if (!spellInfo)
{
return 1.0f;
}
if (!spellInfo) { return 1.0f; }
uint32 castTime = spellInfo->CalcCastTime(bot);
if (castTime != 0)
@@ -73,10 +61,8 @@ float IngvarThePlundererMultiplier::GetValue(Action* action)
}
}
// Done with non-tank logic
if (!isTank)
{
return 1.0f;
}
if (!isTank) { return 1.0f; }
// TANK ONLY
if (boss->FindCurrentSpellBySpellId(SPELL_SMASH) ||
boss->FindCurrentSpellBySpellId(SPELL_DARK_SMASH))