Fix compiler errors and switch to using available helpers

This commit is contained in:
Revision
2024-12-02 00:16:06 +01:00
parent 9e20eb452d
commit f0ccb0a371
7 changed files with 17 additions and 17 deletions

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@@ -5475,10 +5475,10 @@ bool PlayerbotAI::CanMove()
if (IsInVehicle() && !IsInVehicle(true)) if (IsInVehicle() && !IsInVehicle(true))
return false; return false;
if (bot->isFrozen() || bot->IsPolymorphed() || (bot->isDead() && !bot->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST)) || if (bot->isFrozen() || bot->IsPolymorphed() || (bot->isDead() && !bot->HasPlayerFlag(PLAYER_FLAGS_GHOST)) ||
bot->IsBeingTeleported() || bot->isInRoots() || bot->HasAuraType(SPELL_AURA_SPIRIT_OF_REDEMPTION) || bot->IsBeingTeleported() || bot->HasRootAura() || bot->HasSpiritOfRedemptionAura() ||
bot->HasAuraType(SPELL_AURA_MOD_CONFUSE) || bot->IsCharmed() || bot->HasAuraType(SPELL_AURA_MOD_STUN) || bot->HasConfuseAura() || bot->IsCharmed() || bot->HasStunAura() ||
bot->HasUnitState(UNIT_STATE_IN_FLIGHT) || bot->HasUnitState(UNIT_STATE_LOST_CONTROL)) bot->IsInFlight() || bot->HasUnitState(UNIT_STATE_LOST_CONTROL))
return false; return false;
return bot->GetMotionMaster()->GetCurrentMovementGeneratorType() != FLIGHT_MOTION_TYPE; return bot->GetMotionMaster()->GetCurrentMovementGeneratorType() != FLIGHT_MOTION_TYPE;

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@@ -101,7 +101,7 @@ bool FollowAction::isUseful()
bool FollowAction::CanDeadFollow(Unit* target) bool FollowAction::CanDeadFollow(Unit* target)
{ {
// Move to corpse when dead and player is alive or not a ghost. // Move to corpse when dead and player is alive or not a ghost.
if (!bot->IsAlive() && (target->IsAlive() || !target->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST))) if (!bot->IsAlive() && (target->IsAlive() || !target->HasPlayerFlag(PLAYER_FLAGS_GHOST)))
return false; return false;
return true; return true;

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@@ -923,10 +923,10 @@ bool MovementAction::IsMovingAllowed()
if (botAI->IsInVehicle() && !botAI->IsInVehicle(true)) if (botAI->IsInVehicle() && !botAI->IsInVehicle(true))
return false; return false;
if (bot->isFrozen() || bot->IsPolymorphed() || (bot->isDead() && !bot->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST)) || if (bot->isFrozen() || bot->IsPolymorphed() || (bot->isDead() && !bot->HasPlayerFlag(PLAYER_FLAGS_GHOST)) ||
bot->IsBeingTeleported() || bot->isInRoots() || bot->HasAuraType(SPELL_AURA_SPIRIT_OF_REDEMPTION) || bot->IsBeingTeleported() || bot->HasRootAura() || bot->HasSpiritOfRedemptionAura() ||
bot->HasAuraType(SPELL_AURA_MOD_CONFUSE) || bot->IsCharmed() || bot->HasAuraType(SPELL_AURA_MOD_STUN) || bot->HasConfuseAura() || bot->IsCharmed() || bot->HasStunAura() ||
bot->HasUnitState(UNIT_STATE_IN_FLIGHT) || bot->HasUnitState(UNIT_STATE_LOST_CONTROL)) bot->IsInFlight() || bot->HasUnitState(UNIT_STATE_LOST_CONTROL))
return false; return false;
if (bot->GetMotionMaster()->GetMotionSlotType(MOTION_SLOT_CONTROLLED) != NULL_MOTION_TYPE) if (bot->GetMotionMaster()->GetMotionSlotType(MOTION_SLOT_CONTROLLED) != NULL_MOTION_TYPE)
@@ -2537,9 +2537,9 @@ bool SetFacingTargetAction::isUseful() { return !AI_VALUE2(bool, "facing", "curr
bool SetFacingTargetAction::isPossible() bool SetFacingTargetAction::isPossible()
{ {
if (bot->isFrozen() || bot->IsPolymorphed() || (bot->isDead() && !bot->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST)) || if (bot->isFrozen() || bot->IsPolymorphed() || (bot->isDead() && !bot->HasPlayerFlag(PLAYER_FLAGS_GHOST)) ||
bot->IsBeingTeleported() || bot->HasAuraType(SPELL_AURA_MOD_CONFUSE) || bot->IsCharmed() || bot->IsBeingTeleported() || bot->HasConfuseAura() || bot->IsCharmed() ||
bot->HasAuraType(SPELL_AURA_MOD_STUN) || bot->HasUnitState(UNIT_STATE_IN_FLIGHT) || bot->HasStunAura() || bot->IsInFlight() ||
bot->HasUnitState(UNIT_STATE_LOST_CONTROL)) bot->HasUnitState(UNIT_STATE_LOST_CONTROL))
return false; return false;

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@@ -22,7 +22,7 @@ bool ReleaseSpiritAction::Execute(Event event)
return false; return false;
} }
if (bot->GetCorpse() && bot->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST)) if (bot->GetCorpse() && bot->HasPlayerFlag(PLAYER_FLAGS_GHOST))
{ {
botAI->TellMasterNoFacing("I am already a spirit"); botAI->TellMasterNoFacing("I am already a spirit");
return false; return false;
@@ -149,7 +149,7 @@ bool AutoReleaseSpiritAction::isUseful()
if (bot->InBattleground()) if (bot->InBattleground())
return true; return true;
if (bot->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST)) if (bot->HasPlayerFlag(PLAYER_FLAGS_GHOST))
return false; return false;
if (!bot->GetGroup()) if (!bot->GetGroup())

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@@ -360,4 +360,4 @@ bool SpiritHealerAction::Execute(Event event)
return false; return false;
} }
bool SpiritHealerAction::isUseful() { return bot->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST); } bool SpiritHealerAction::isUseful() { return bot->HasPlayerFlag(PLAYER_FLAGS_GHOST); }

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@@ -175,7 +175,7 @@ bool AttackersValue::IsPossibleTarget(Unit* attacker, Player* bot, float range)
// !((attacker->IsPolymorphed() || botAI->HasAura("sap", attacker) || /*attacker->IsCharmed() ||*/ // !((attacker->IsPolymorphed() || botAI->HasAura("sap", attacker) || /*attacker->IsCharmed() ||*/
// attacker->isFeared()) && !rti) && // attacker->isFeared()) && !rti) &&
/*!sServerFacade->IsInRoots(attacker) &&*/ /*!sServerFacade->IsInRoots(attacker) &&*/
!attacker->IsFriendlyTo(bot) && !attacker->HasAuraType(SPELL_AURA_SPIRIT_OF_REDEMPTION) && !attacker->IsFriendlyTo(bot) && !attacker->HasSpiritOfRedemptionAura() &&
// !(attacker->GetGUID().IsPet() && enemy) && // !(attacker->GetGUID().IsPet() && enemy) &&
!(attacker->GetCreatureType() == CREATURE_TYPE_CRITTER && !attacker->IsInCombat()) && !(attacker->GetCreatureType() == CREATURE_TYPE_CRITTER && !attacker->IsInCombat()) &&
!attacker->HasUnitFlag(UNIT_FLAG_IMMUNE_TO_PC) && !attacker->HasUnitFlag(UNIT_FLAG_NOT_SELECTABLE) && !attacker->HasUnitFlag(UNIT_FLAG_IMMUNE_TO_PC) && !attacker->HasUnitFlag(UNIT_FLAG_NOT_SELECTABLE) &&

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@@ -18,7 +18,7 @@ bool NearestEnemyPlayersValue::AcceptUnit(Unit* unit)
!enemy->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_NON_ATTACKABLE_2) && !enemy->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_NON_ATTACKABLE_2) &&
((inCannon || !enemy->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE))) && ((inCannon || !enemy->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE))) &&
/*!enemy->HasStealthAura() && !enemy->HasInvisibilityAura()*/ enemy->CanSeeOrDetect(bot) && /*!enemy->HasStealthAura() && !enemy->HasInvisibilityAura()*/ enemy->CanSeeOrDetect(bot) &&
!(enemy->HasAuraType(SPELL_AURA_SPIRIT_OF_REDEMPTION))) !(enemy->HasSpiritOfRedemptionAura()))
return true; return true;
return false; return false;