Code style

This commit is contained in:
Yunfan Li
2024-08-05 12:12:00 +08:00
parent f706fa2ba6
commit bb67c45e64
3 changed files with 183 additions and 201 deletions

View File

@@ -29,7 +29,8 @@ bool FollowAction::Execute(Event event)
if (Formation::IsNullLocation(loc) || loc.GetMapId() == -1)
return false;
moved = MoveTo(loc.GetMapId(), loc.GetPositionX(), loc.GetPositionY(), loc.GetPositionZ(), false, false, false, true);
moved = MoveTo(loc.GetMapId(), loc.GetPositionX(), loc.GetPositionY(), loc.GetPositionZ(), false, false, false,
true);
}
if (Pet* pet = bot->GetPet())

View File

@@ -161,7 +161,8 @@ bool MovementAction::MoveToLOS(WorldObject* target, bool ranged)
return false;
}
bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle, bool react, bool normal_only, bool exact_waypoint)
bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle, bool react, bool normal_only,
bool exact_waypoint)
{
UpdateMovementState();
if (!IsMovingAllowed(mapId, x, y, z))
@@ -796,8 +797,8 @@ bool MovementAction::ReachCombatTo(Unit* target, float distance)
targetMoveDist = std::min(5.0f, targetMoveDist);
tx += targetMoveDist * cos(target->GetOrientation());
ty += targetMoveDist * sin(target->GetOrientation());
if (!target->GetMap()->CheckCollisionAndGetValidCoords(target, target->GetPositionX(), target->GetPositionY(), target->GetPositionZ(),
tx, ty, tz))
if (!target->GetMap()->CheckCollisionAndGetValidCoords(target, target->GetPositionX(), target->GetPositionY(),
target->GetPositionZ(), tx, ty, tz))
{
// disable prediction if position is invalid
tx = target->GetPositionX();

View File

@@ -184,6 +184,7 @@ public:
creators["buy tabard"] = &TriggerContext::buy_tabard;
creators["leave large guild"] = &TriggerContext::leave_large_guild;
}
private:
static Trigger* give_food(PlayerbotAI* botAI) { return new GiveFoodTrigger(botAI); }
static Trigger* give_water(PlayerbotAI* botAI) { return new GiveWaterTrigger(botAI); }
@@ -204,10 +205,7 @@ public:
{
return new AoeHealTrigger(botAI, "critical aoe heal", "critical", 2);
}
static Trigger* low_aoe_heal(PlayerbotAI * botAI)
{
return new AoeHealTrigger(botAI, "low aoe heal", "low", 2);
}
static Trigger* low_aoe_heal(PlayerbotAI* botAI) { return new AoeHealTrigger(botAI, "low aoe heal", "low", 2); }
static Trigger* medium_aoe_heal(PlayerbotAI* botAI)
{
return new AoeHealTrigger(botAI, "medium aoe heal", "medium", 2);
@@ -267,10 +265,7 @@ public:
static Trigger* NoTarget(PlayerbotAI* botAI) { return new NoTargetTrigger(botAI); }
static Trigger* TargetInSight(PlayerbotAI* botAI) { return new TargetInSightTrigger(botAI); }
static Trigger* not_dps_target_active(PlayerbotAI* botAI) { return new NotDpsTargetActiveTrigger(botAI); }
static Trigger* not_dps_aoe_target_active(PlayerbotAI * botAI)
{
return new NotDpsAoeTargetActiveTrigger(botAI);
}
static Trigger* not_dps_aoe_target_active(PlayerbotAI* botAI) { return new NotDpsAoeTargetActiveTrigger(botAI); }
static Trigger* has_nearest_adds(PlayerbotAI* botAI) { return new HasNearestAddsTrigger(botAI); }
static Trigger* enemy_player_near(PlayerbotAI* botAI) { return new EnemyPlayerNear(botAI); }
static Trigger* Random(PlayerbotAI* botAI) { return new RandomTrigger(botAI, "random", 20); }
@@ -278,22 +273,13 @@ public:
static Trigger* often(PlayerbotAI* botAI) { return new RandomTrigger(botAI, "often", 5); }
static Trigger* EnemyOutOfMelee(PlayerbotAI* botAI) { return new EnemyOutOfMeleeTrigger(botAI); }
static Trigger* EnemyOutOfSpell(PlayerbotAI* botAI) { return new EnemyOutOfSpellRangeTrigger(botAI); }
static Trigger* enemy_too_close_for_spell(PlayerbotAI * botAI)
{
return new EnemyTooCloseForSpellTrigger(botAI);
}
static Trigger* enemy_too_close_for_spell(PlayerbotAI* botAI) { return new EnemyTooCloseForSpellTrigger(botAI); }
static Trigger* enemy_too_close_for_auto_shot(PlayerbotAI* botAI)
{
return new EnemyTooCloseForAutoShotTrigger(botAI);
}
static Trigger* enemy_too_close_for_shoot(PlayerbotAI * botAI)
{
return new EnemyTooCloseForShootTrigger(botAI);
}
static Trigger* enemy_too_close_for_melee(PlayerbotAI * botAI)
{
return new EnemyTooCloseForMeleeTrigger(botAI);
}
static Trigger* enemy_too_close_for_shoot(PlayerbotAI* botAI) { return new EnemyTooCloseForShootTrigger(botAI); }
static Trigger* enemy_too_close_for_melee(PlayerbotAI* botAI) { return new EnemyTooCloseForMeleeTrigger(botAI); }
static Trigger* enemy_is_close(PlayerbotAI* botAI) { return new EnemyIsCloseTrigger(botAI); }
static Trigger* enemy_within_melee(PlayerbotAI* botAI) { return new EnemyWithinMeleeTrigger(botAI); }
static Trigger* party_member_to_heal_out_of_spell_range(PlayerbotAI* botAI)
@@ -308,10 +294,7 @@ public:
static Trigger* PartyMemberDead(PlayerbotAI* botAI) { return new PartyMemberDeadTrigger(botAI); }
static Trigger* CombatPartyMemberDead(PlayerbotAI* botAI) { return new CombatPartyMemberDeadTrigger(botAI); }
static Trigger* PartyMemberLowHealth(PlayerbotAI* botAI) { return new PartyMemberLowHealthTrigger(botAI); }
static Trigger* PartyMemberMediumHealth(PlayerbotAI * botAI)
{
return new PartyMemberMediumHealthTrigger(botAI);
}
static Trigger* PartyMemberMediumHealth(PlayerbotAI* botAI) { return new PartyMemberMediumHealthTrigger(botAI); }
static Trigger* PartyMemberAlmostFullHealth(PlayerbotAI* botAI)
{
return new PartyMemberAlmostFullHealthTrigger(botAI);
@@ -326,10 +309,7 @@ public:
static Trigger* pet_attack(PlayerbotAI* botAI) { return new PetAttackTrigger(botAI); }
static Trigger* has_attackers(PlayerbotAI* botAI) { return new HasAttackersTrigger(botAI); }
static Trigger* random_bot_update_trigger(PlayerbotAI* botAI) { return new RandomBotUpdateTrigger(botAI); }
static Trigger* no_non_bot_players_around(PlayerbotAI * botAI)
{
return new NoNonBotPlayersAroundTrigger(botAI);
}
static Trigger* no_non_bot_players_around(PlayerbotAI* botAI) { return new NoNonBotPlayersAroundTrigger(botAI); }
static Trigger* new_player_nearby(PlayerbotAI* botAI) { return new NewPlayerNearbyTrigger(botAI); }
static Trigger* bg_waiting(PlayerbotAI* botAI) { return new BgWaitingTrigger(botAI); }
static Trigger* bg_active(PlayerbotAI* botAI) { return new BgActiveTrigger(botAI); }