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[11000] Minor code style changes for readability in aggro related unit functions
Signed-off-by: NoFantasy <nofantasy@nf.no>
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e9fc7d05b2
commit
d38539f12a
2 changed files with 28 additions and 21 deletions
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@ -8501,6 +8501,7 @@ void Unit::SetDeathState(DeathState s)
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######## AGGRO SYSTEM ########
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######## ########
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########################################*/
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bool Unit::CanHaveThreatList() const
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{
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// only creatures can have threat list
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@ -8552,7 +8553,7 @@ float Unit::ApplyTotalThreatModifier(float threat, SpellSchoolMask schoolMask)
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void Unit::AddThreat(Unit* pVictim, float threat /*= 0.0f*/, bool crit /*= false*/, SpellSchoolMask schoolMask /*= SPELL_SCHOOL_MASK_NONE*/, SpellEntry const *threatSpell /*= NULL*/)
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{
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// Only mobs can manage threat lists
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if(CanHaveThreatList())
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if (CanHaveThreatList())
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m_ThreatManager.addThreat(pVictim, threat, crit, schoolMask, threatSpell);
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}
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@ -8560,8 +8561,9 @@ void Unit::AddThreat(Unit* pVictim, float threat /*= 0.0f*/, bool crit /*= false
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void Unit::DeleteThreatList()
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{
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if(CanHaveThreatList() && !m_ThreatManager.isThreatListEmpty())
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if (CanHaveThreatList() && !m_ThreatManager.isThreatListEmpty())
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SendThreatClear();
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m_ThreatManager.clearReferences();
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}
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@ -8569,19 +8571,21 @@ void Unit::DeleteThreatList()
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void Unit::TauntApply(Unit* taunter)
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{
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MANGOS_ASSERT(GetTypeId()== TYPEID_UNIT);
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MANGOS_ASSERT(GetTypeId() == TYPEID_UNIT);
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if(!taunter || (taunter->GetTypeId() == TYPEID_PLAYER && ((Player*)taunter)->isGameMaster()))
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if (!taunter || (taunter->GetTypeId() == TYPEID_PLAYER && ((Player*)taunter)->isGameMaster()))
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return;
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if(!CanHaveThreatList())
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if (!CanHaveThreatList())
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return;
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Unit *target = getVictim();
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if(target && target == taunter)
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if (target && target == taunter)
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return;
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SetInFront(taunter);
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if (((Creature*)this)->AI())
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((Creature*)this)->AI()->AttackStart(taunter);
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@ -8592,21 +8596,22 @@ void Unit::TauntApply(Unit* taunter)
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void Unit::TauntFadeOut(Unit *taunter)
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{
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MANGOS_ASSERT(GetTypeId()== TYPEID_UNIT);
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MANGOS_ASSERT(GetTypeId() == TYPEID_UNIT);
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if(!taunter || (taunter->GetTypeId() == TYPEID_PLAYER && ((Player*)taunter)->isGameMaster()))
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if (!taunter || (taunter->GetTypeId() == TYPEID_PLAYER && ((Player*)taunter)->isGameMaster()))
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return;
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if(!CanHaveThreatList())
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if (!CanHaveThreatList())
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return;
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Unit *target = getVictim();
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if(!target || target != taunter)
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if (!target || target != taunter)
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return;
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if(m_ThreatManager.isThreatListEmpty())
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if (m_ThreatManager.isThreatListEmpty())
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{
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if(((Creature*)this)->AI())
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if (((Creature*)this)->AI())
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((Creature*)this)->AI()->EnterEvadeMode();
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if (InstanceData* mapInstance = GetInstanceData())
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@ -8621,6 +8626,7 @@ void Unit::TauntFadeOut(Unit *taunter)
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if (target && target != taunter)
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{
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SetInFront(target);
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if (((Creature*)this)->AI())
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((Creature*)this)->AI()->AttackStart(target);
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}
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@ -8634,10 +8640,11 @@ bool Unit::SelectHostileTarget()
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//next-victim-selection algorithm and evade mode are called
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//threat list sorting etc.
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MANGOS_ASSERT(GetTypeId()== TYPEID_UNIT);
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MANGOS_ASSERT(GetTypeId() == TYPEID_UNIT);
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if (!this->isAlive())
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return false;
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//This function only useful once AI has been initialized
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if (!((Creature*)this)->AI())
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return false;
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@ -8646,12 +8653,12 @@ bool Unit::SelectHostileTarget()
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// First checking if we have some taunt on us
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const AuraList& tauntAuras = GetAurasByType(SPELL_AURA_MOD_TAUNT);
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if ( !tauntAuras.empty() )
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if (!tauntAuras.empty())
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{
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Unit* caster;
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// The last taunt aura caster is alive an we are happy to attack him
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if ( (caster = tauntAuras.back()->GetCaster()) && caster->isAlive() )
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if ((caster = tauntAuras.back()->GetCaster()) && caster->isAlive())
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return true;
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else if (tauntAuras.size() > 1)
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{
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@ -8663,8 +8670,8 @@ bool Unit::SelectHostileTarget()
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do
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{
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--aura;
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if ( (caster = (*aura)->GetCaster()) &&
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caster->IsInMap(this) && caster->isTargetableForAttack() && caster->isInAccessablePlaceFor((Creature*)this) )
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if ((caster = (*aura)->GetCaster()) && caster->IsInMap(this) &&
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caster->isTargetableForAttack() && caster->isInAccessablePlaceFor((Creature*)this))
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{
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target = caster;
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break;
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@ -8673,8 +8680,8 @@ bool Unit::SelectHostileTarget()
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}
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}
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if ( !target && !m_ThreatManager.isThreatListEmpty() )
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// No taunt aura or taunt aura caster is dead standart target selection
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// No taunt aura or taunt aura caster is dead, standard target selection
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if (!target && !m_ThreatManager.isThreatListEmpty())
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target = m_ThreatManager.getHostileTarget();
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if (target)
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@ -8688,7 +8695,7 @@ bool Unit::SelectHostileTarget()
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}
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// no target but something prevent go to evade mode
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if( !isInCombat() || HasAuraType(SPELL_AURA_MOD_TAUNT) )
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if (!isInCombat() || HasAuraType(SPELL_AURA_MOD_TAUNT))
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return false;
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// last case when creature don't must go to evade mode:
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