Core/AI: Some more refactoring prep for #19930. CreatureAI::EnterCombat is now called CreatureAI::JustEngagedWith. There's also two new methods on UnitAI, though they're never invoked right now.

(cherry picked from commit 6113b9dec2e0081c36c36c2974a28ed0693bc601)
This commit is contained in:
Treeston
2021-04-16 20:22:13 +02:00
committed by Shauren
parent 8eb3c61f1a
commit bce43de7f3
426 changed files with 961 additions and 954 deletions
@@ -184,9 +184,9 @@ struct TC_GAME_API ScriptedAI : public CreatureAI
void Reset() override { }
//Called at creature aggro either by MoveInLOS or Attack Start
void EnterCombat(Unit* /*victim*/) override { }
void JustEngagedWith(Unit* /*victim*/) override { }
// Called before EnterCombat even before the creature is in combat.
// Called before JustEngagedWith even before the creature is in combat.
void AttackStart(Unit* /*target*/) override;
// *************
@@ -353,7 +353,7 @@ class TC_GAME_API BossAI : public ScriptedAI
virtual void ScheduleTasks() { }
void Reset() override { _Reset(); }
void EnterCombat(Unit* /*who*/) override { _EnterCombat(); }
void JustEngagedWith(Unit* /*who*/) override { _JustEngagedWith(); }
void JustDied(Unit* /*killer*/) override { _JustDied(); }
void JustReachedHome() override { _JustReachedHome(); }
@@ -361,7 +361,7 @@ class TC_GAME_API BossAI : public ScriptedAI
protected:
void _Reset();
void _EnterCombat();
void _JustEngagedWith();
void _JustDied();
void _JustReachedHome();
void _DespawnAtEvade(Seconds delayToRespawn, Creature* who = nullptr);
@@ -395,12 +395,12 @@ class TC_GAME_API WorldBossAI : public ScriptedAI
virtual void ExecuteEvent(uint32 /*eventId*/) { }
void Reset() override { _Reset(); }
void EnterCombat(Unit* /*who*/) override { _EnterCombat(); }
void JustEngagedWith(Unit* /*who*/) override { _JustEngagedWith(); }
void JustDied(Unit* /*killer*/) override { _JustDied(); }
protected:
void _Reset();
void _EnterCombat();
void _JustEngagedWith();
void _JustDied();
EventMap events;