Core/UnitAI: Add template<class PREDICATE> void SelectTargetList, to select target list based on unary predicate function, with parameters maxTargets and targetType.
This commit is contained in:
@@ -124,22 +124,6 @@ class UnitAI
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virtual uint64 GetGUID(int32 /*id*/ = 0) { return 0; }
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Unit* SelectTarget(SelectAggroTarget targetType, uint32 position = 0, float dist = 0.0f, bool playerOnly = false, int32 aura = 0);
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void SelectTargetList(std::list<Unit*> &targetList, uint32 num, SelectAggroTarget targetType, float dist = 0.0f, bool playerOnly = false, int32 aura = 0);
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// Called at any Damage to any victim (before damage apply)
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virtual void DamageDealt(Unit* /*victim*/, uint32& /*damage*/, DamageEffectType /*damageType*/) { }
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// Called at any Damage from any attacker (before damage apply)
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// Note: it for recalculation damage or special reaction at damage
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// for attack reaction use AttackedBy called for not DOT damage in Unit::DealDamage also
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virtual void DamageTaken(Unit* /*attacker*/, uint32& /*damage*/) {}
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// Called when the creature receives heal
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virtual void HealReceived(Unit* /*done_by*/, uint32& /*addhealth*/) {}
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// Called when the unit heals
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virtual void HealDone(Unit* /*done_to*/, uint32& /*addhealth*/) {}
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// Select the targets satifying the predicate.
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// predicate shall extend std::unary_function<Unit *, bool>
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template<class PREDICATE> Unit* SelectTarget(SelectAggroTarget targetType, uint32 position, PREDICATE predicate)
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@@ -167,34 +151,109 @@ class UnitAI
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{
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case SELECT_TARGET_NEAREST:
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case SELECT_TARGET_TOPAGGRO:
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{
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std::list<Unit*>::iterator itr = targetList.begin();
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advance(itr, position);
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return *itr;
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}
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break;
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{
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std::list<Unit*>::iterator itr = targetList.begin();
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advance(itr, position);
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return *itr;
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}
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break;
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case SELECT_TARGET_FARTHEST:
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case SELECT_TARGET_BOTTOMAGGRO:
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{
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std::list<Unit*>::reverse_iterator ritr = targetList.rbegin();
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advance(ritr, position);
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return *ritr;
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}
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break;
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{
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std::list<Unit*>::reverse_iterator ritr = targetList.rbegin();
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advance(ritr, position);
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return *ritr;
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}
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break;
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case SELECT_TARGET_RANDOM:
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{
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std::list<Unit*>::iterator itr = targetList.begin();
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advance(itr, urand(position, targetList.size()-1));
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return *itr;
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}
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break;
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{
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std::list<Unit*>::iterator itr = targetList.begin();
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advance(itr, urand(position, targetList.size()-1));
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return *itr;
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}
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break;
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}
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return NULL;
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}
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void SelectTargetList(std::list<Unit*> &targetList, uint32 num, SelectAggroTarget targetType, float dist = 0.0f, bool playerOnly = false, int32 aura = 0);
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// Select the targets satifying the predicate.
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// predicate shall extend std::unary_function<Unit *, bool>
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template<class PREDICATE> void SelectTargetList(std::list<Unit*> &targetList, PREDICATE predicate, uint32 maxTargets, SelectAggroTarget targetType)
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{
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std::list<HostileReference *> const &threatlist = me->getThreatManager().getThreatList();
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std::list<HostileReference*>::const_iterator itr;
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for (itr = threatlist.begin(); itr != threatlist.end(); ++itr)
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{
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HostileReference* ref = (*itr);
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if (predicate(ref->getTarget()))
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targetList.push_back(ref->getTarget());
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}
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if (targetType == SELECT_TARGET_NEAREST || targetType == SELECT_TARGET_FARTHEST)
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targetList.sort(Trinity::ObjectDistanceOrderPred(me));
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switch(targetType)
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{
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case SELECT_TARGET_NEAREST:
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case SELECT_TARGET_TOPAGGRO:
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{
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// Already sorted
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if (!maxTargets || maxTargets >= targetList.size()) // Do not filter
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return;
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std::list<Unit*>::iterator itr = targetList.begin();
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advance(itr, maxTargets);
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for (; itr != targetList.end();)
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targetList.erase(itr++); // Filter out any element more than maxTargets
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}
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break;
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case SELECT_TARGET_FARTHEST:
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case SELECT_TARGET_BOTTOMAGGRO:
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{
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if (maxTargets >= targetList.size()) // Do not filter
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return;
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// Sort (reverse)
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targetList.reverse();
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std::list<Unit*>::iterator itr = targetList.begin();
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for (uint32 i = 0; i < maxTargets; ++i)
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targetList.pop_back(); // Filter out any element more than maxTarget
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}
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break;
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case SELECT_TARGET_RANDOM:
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{
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while (maxTargets < targetList.size())
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{
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std::list<Unit*>::iterator itr = targetList.begin();
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advance(itr, urand(0, targetList.size()-1));
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targetList.erase(itr);
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}
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}
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break;
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}
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}
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// Called at any Damage to any victim (before damage apply)
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virtual void DamageDealt(Unit* /*victim*/, uint32& /*damage*/, DamageEffectType /*damageType*/) { }
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// Called at any Damage from any attacker (before damage apply)
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// Note: it for recalculation damage or special reaction at damage
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// for attack reaction use AttackedBy called for not DOT damage in Unit::DealDamage also
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virtual void DamageTaken(Unit* /*attacker*/, uint32& /*damage*/) {}
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// Called when the creature receives heal
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virtual void HealReceived(Unit* /*done_by*/, uint32& /*addhealth*/) {}
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// Called when the unit heals
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virtual void HealDone(Unit* /*done_to*/, uint32& /*addhealth*/) {}
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void AttackStartCaster(Unit *victim, float dist);
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void DoAddAuraToAllHostilePlayers(uint32 spellid);
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