Fix Crash in FoS.
Fixes issue #1566. + add support of minimum distance criteria in SelectTarget. --HG-- branch : trunk
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+16
-5
@@ -83,23 +83,34 @@ bool UnitAI::DoSpellAttackIfReady(uint32 spell)
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}
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// default predicate function to select target based on distance, player and/or aura criteria
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struct DefaultTargetSelector : public std::unary_function<Unit *, bool> {
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struct DefaultTargetSelector : public std::unary_function<Unit *, bool>
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{
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const Unit *me;
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float m_dist;
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bool m_playerOnly;
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int32 m_aura;
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// pUnit: the reference unit
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// dist: if 0: ignored, if not 0: maximum distance to the reference unit
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// dist: if 0: ignored, if > 0: maximum distance to the reference unit, if < 0: minimum distance to the reference unit
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// playerOnly: self explaining
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// aura: if 0: ignored, if > 0: the target shall have the aura, if < 0, the target shall NOT have the aura
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DefaultTargetSelector(const Unit *pUnit, float dist, bool playerOnly, int32 aura) : me(pUnit), m_dist(dist), m_playerOnly(playerOnly), m_aura(aura) {}
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bool operator() (const Unit *pTarget) {
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if (m_playerOnly && (!pTarget || pTarget->GetTypeId() != TYPEID_PLAYER))
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bool operator() (const Unit *pTarget)
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{
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if (!me)
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return false;
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if (m_dist && (!me || !pTarget || !me->IsWithinCombatRange(pTarget, m_dist)))
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if (!pTarget)
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return false;
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if (m_playerOnly && (pTarget->GetTypeId() != TYPEID_PLAYER))
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return false;
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if (m_dist > 0.0f && !me->IsWithinCombatRange(pTarget, m_dist))
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return false;
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if (m_dist < 0.0f && me->IsWithinCombatRange(pTarget, -m_dist))
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return false;
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if (m_aura)
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