mirror of
https://github.com/mod-playerbots/mod-playerbots
synced 2025-11-29 15:58:20 +08:00
Fix compiler errors and switch to using available helpers
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@@ -5475,10 +5475,10 @@ bool PlayerbotAI::CanMove()
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if (IsInVehicle() && !IsInVehicle(true))
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return false;
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if (bot->isFrozen() || bot->IsPolymorphed() || (bot->isDead() && !bot->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST)) ||
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bot->IsBeingTeleported() || bot->isInRoots() || bot->HasAuraType(SPELL_AURA_SPIRIT_OF_REDEMPTION) ||
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bot->HasAuraType(SPELL_AURA_MOD_CONFUSE) || bot->IsCharmed() || bot->HasAuraType(SPELL_AURA_MOD_STUN) ||
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bot->HasUnitState(UNIT_STATE_IN_FLIGHT) || bot->HasUnitState(UNIT_STATE_LOST_CONTROL))
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if (bot->isFrozen() || bot->IsPolymorphed() || (bot->isDead() && !bot->HasPlayerFlag(PLAYER_FLAGS_GHOST)) ||
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bot->IsBeingTeleported() || bot->HasRootAura() || bot->HasSpiritOfRedemptionAura() ||
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bot->HasConfuseAura() || bot->IsCharmed() || bot->HasStunAura() ||
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bot->IsInFlight() || bot->HasUnitState(UNIT_STATE_LOST_CONTROL))
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return false;
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return bot->GetMotionMaster()->GetCurrentMovementGeneratorType() != FLIGHT_MOTION_TYPE;
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@@ -101,7 +101,7 @@ bool FollowAction::isUseful()
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bool FollowAction::CanDeadFollow(Unit* target)
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{
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// Move to corpse when dead and player is alive or not a ghost.
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if (!bot->IsAlive() && (target->IsAlive() || !target->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST)))
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if (!bot->IsAlive() && (target->IsAlive() || !target->HasPlayerFlag(PLAYER_FLAGS_GHOST)))
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return false;
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return true;
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@@ -923,10 +923,10 @@ bool MovementAction::IsMovingAllowed()
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if (botAI->IsInVehicle() && !botAI->IsInVehicle(true))
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return false;
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if (bot->isFrozen() || bot->IsPolymorphed() || (bot->isDead() && !bot->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST)) ||
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bot->IsBeingTeleported() || bot->isInRoots() || bot->HasAuraType(SPELL_AURA_SPIRIT_OF_REDEMPTION) ||
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bot->HasAuraType(SPELL_AURA_MOD_CONFUSE) || bot->IsCharmed() || bot->HasAuraType(SPELL_AURA_MOD_STUN) ||
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bot->HasUnitState(UNIT_STATE_IN_FLIGHT) || bot->HasUnitState(UNIT_STATE_LOST_CONTROL))
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if (bot->isFrozen() || bot->IsPolymorphed() || (bot->isDead() && !bot->HasPlayerFlag(PLAYER_FLAGS_GHOST)) ||
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bot->IsBeingTeleported() || bot->HasRootAura() || bot->HasSpiritOfRedemptionAura() ||
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bot->HasConfuseAura() || bot->IsCharmed() || bot->HasStunAura() ||
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bot->IsInFlight() || bot->HasUnitState(UNIT_STATE_LOST_CONTROL))
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return false;
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if (bot->GetMotionMaster()->GetMotionSlotType(MOTION_SLOT_CONTROLLED) != NULL_MOTION_TYPE)
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@@ -2537,9 +2537,9 @@ bool SetFacingTargetAction::isUseful() { return !AI_VALUE2(bool, "facing", "curr
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bool SetFacingTargetAction::isPossible()
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{
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if (bot->isFrozen() || bot->IsPolymorphed() || (bot->isDead() && !bot->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST)) ||
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bot->IsBeingTeleported() || bot->HasAuraType(SPELL_AURA_MOD_CONFUSE) || bot->IsCharmed() ||
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bot->HasAuraType(SPELL_AURA_MOD_STUN) || bot->HasUnitState(UNIT_STATE_IN_FLIGHT) ||
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if (bot->isFrozen() || bot->IsPolymorphed() || (bot->isDead() && !bot->HasPlayerFlag(PLAYER_FLAGS_GHOST)) ||
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bot->IsBeingTeleported() || bot->HasConfuseAura() || bot->IsCharmed() ||
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bot->HasStunAura() || bot->IsInFlight() ||
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bot->HasUnitState(UNIT_STATE_LOST_CONTROL))
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return false;
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@@ -22,7 +22,7 @@ bool ReleaseSpiritAction::Execute(Event event)
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return false;
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}
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if (bot->GetCorpse() && bot->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST))
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if (bot->GetCorpse() && bot->HasPlayerFlag(PLAYER_FLAGS_GHOST))
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{
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botAI->TellMasterNoFacing("I am already a spirit");
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return false;
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@@ -149,7 +149,7 @@ bool AutoReleaseSpiritAction::isUseful()
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if (bot->InBattleground())
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return true;
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if (bot->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST))
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if (bot->HasPlayerFlag(PLAYER_FLAGS_GHOST))
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return false;
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if (!bot->GetGroup())
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@@ -360,4 +360,4 @@ bool SpiritHealerAction::Execute(Event event)
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return false;
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}
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bool SpiritHealerAction::isUseful() { return bot->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST); }
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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)
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// !((attacker->IsPolymorphed() || botAI->HasAura("sap", attacker) || /*attacker->IsCharmed() ||*/
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// attacker->isFeared()) && !rti) &&
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/*!sServerFacade->IsInRoots(attacker) &&*/
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!attacker->IsFriendlyTo(bot) && !attacker->HasAuraType(SPELL_AURA_SPIRIT_OF_REDEMPTION) &&
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!attacker->IsFriendlyTo(bot) && !attacker->HasSpiritOfRedemptionAura() &&
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// !(attacker->GetGUID().IsPet() && enemy) &&
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!(attacker->GetCreatureType() == CREATURE_TYPE_CRITTER && !attacker->IsInCombat()) &&
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!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)
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!enemy->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_NON_ATTACKABLE_2) &&
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((inCannon || !enemy->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE))) &&
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/*!enemy->HasStealthAura() && !enemy->HasInvisibilityAura()*/ enemy->CanSeeOrDetect(bot) &&
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!(enemy->HasAuraType(SPELL_AURA_SPIRIT_OF_REDEMPTION)))
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!(enemy->HasSpiritOfRedemptionAura()))
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return true;
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return false;
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