Scripts: Removed duplicate target selection function (SelectUnit), there is only SelectTarget now

This commit is contained in:
Shauren
2011-03-09 21:32:04 +01:00
parent 6e1e6957e2
commit c2c40a4750
169 changed files with 420 additions and 523 deletions
@@ -228,7 +228,7 @@ public:
{
DoCast(me->getVictim(), SPELL_BEWILDERING_STRIKE);
float mt_threat = DoGetThreat(me->getVictim());
if (Unit *pTarget = SelectUnit(SELECT_TARGET_TOPAGGRO, 1))
if (Unit *pTarget = SelectTarget(SELECT_TARGET_TOPAGGRO, 1))
me->AddThreat(pTarget, mt_threat);
BewilderingStrikeTimer = 20000;
} else BewilderingStrikeTimer -= diff;
@@ -277,7 +277,7 @@ public:
{
if (Phase1)
{
Unit *pTarget = SelectUnit(SELECT_TARGET_RANDOM, 0);
Unit *pTarget = SelectTarget(SELECT_TARGET_RANDOM, 0);
if (pTarget && pTarget->isAlive())
{
Phase1 = false;
@@ -411,7 +411,7 @@ public:
Glaive->InterruptNonMeleeSpells(true);
DoCast(me, SPELL_FLAME_ENRAGE, true);
DoResetThreat();
Unit *pTarget = SelectUnit(SELECT_TARGET_RANDOM, 0);
Unit *pTarget = SelectTarget(SELECT_TARGET_RANDOM, 0);
if (pTarget && pTarget->isAlive())
{
me->AddThreat(me->getVictim(), 5000000.0f);
@@ -1055,7 +1055,7 @@ public:
//PHASE_NORMAL_2
case EVENT_AGONIZING_FLAMES:
DoCast(SelectUnit(SELECT_TARGET_RANDOM, 0), SPELL_AGONIZING_FLAMES);
DoCast(SelectTarget(SELECT_TARGET_RANDOM, 0), SPELL_AGONIZING_FLAMES);
Timer[EVENT_AGONIZING_FLAMES] = 0;
break;
@@ -1080,12 +1080,12 @@ public:
switch(Event)
{
case EVENT_FIREBALL:
DoCast(SelectUnit(SELECT_TARGET_RANDOM, 0), SPELL_FIREBALL);
DoCast(SelectTarget(SELECT_TARGET_RANDOM, 0), SPELL_FIREBALL);
Timer[EVENT_FIREBALL] = 3000;
break;
case EVENT_DARK_BARRAGE:
DoCast(SelectUnit(SELECT_TARGET_RANDOM, 0), SPELL_DARK_BARRAGE);
DoCast(SelectTarget(SELECT_TARGET_RANDOM, 0), SPELL_DARK_BARRAGE);
Timer[EVENT_DARK_BARRAGE] = 0;
break;
@@ -1271,7 +1271,7 @@ public:
{
if (GETCRE(Illidan, IllidanGUID))
{
Unit *pTarget = CAST_AI(boss_illidan_stormrage::boss_illidan_stormrageAI, Illidan->AI())->SelectUnit(SELECT_TARGET_RANDOM, 0);
Unit *pTarget = Illidan->AI()->SelectTarget(SELECT_TARGET_RANDOM, 0);
if (!pTarget || !me->IsWithinDistInMap(pTarget, 80) || Illidan->IsWithinDistInMap(pTarget, 20))
{
@@ -165,7 +165,7 @@ public:
float Z = TeleportPoint[random].z;
for (uint8 i = 0; i < 3; ++i)
{
Unit* pUnit = SelectUnit(SELECT_TARGET_RANDOM, 1);
Unit* pUnit = SelectTarget(SELECT_TARGET_RANDOM, 1);
if (pUnit && pUnit->isAlive() && (pUnit->GetTypeId() == TYPEID_PLAYER))
{
TargetGUID[i] = pUnit->GetGUID();
@@ -190,7 +190,7 @@ public:
//Randomly cast one beam.
if (BeamTimer <= diff)
{
Unit *pTarget = SelectUnit(SELECT_TARGET_RANDOM, 0);
Unit *pTarget = SelectTarget(SELECT_TARGET_RANDOM, 0);
if (!pTarget || !pTarget->isAlive())
return;
@@ -199,7 +199,7 @@ public:
float y = Coords[random].y;
Creature* Soul = me->SummonCreature(CREATURE_ENSLAVED_SOUL, x, y, me->GetPositionZ(), me->GetOrientation(), TEMPSUMMON_CORPSE_DESPAWN, 0);
if (!Soul) return false;
if (Unit *pTarget = SelectUnit(SELECT_TARGET_RANDOM, 0))
if (Unit *pTarget = SelectTarget(SELECT_TARGET_RANDOM, 0))
{
CAST_AI(npc_enslaved_soul::npc_enslaved_soulAI, Soul->AI())->ReliquaryGUID = me->GetGUID();
Soul->AI()->AttackStart(pTarget);
@@ -274,7 +274,7 @@ public:
if (Creature* Summon = DoSpawnCreature(23417+Phase, 0, 0, 0, 0, TEMPSUMMON_DEAD_DESPAWN, 0))
{
me->SetUInt32Value(UNIT_NPC_EMOTESTATE, EMOTE_STATE_SUBMERGED); // Ribs: open
Summon->AI()->AttackStart(SelectUnit(SELECT_TARGET_TOPAGGRO, 0));
Summon->AI()->AttackStart(SelectTarget(SELECT_TARGET_TOPAGGRO, 0));
EssenceGUID = Summon->GetGUID();
DoStartNoMovement(me);
} else EnterEvadeMode();
@@ -482,7 +482,7 @@ public:
if (SoulDrainTimer <= diff)
{
DoCast(SelectUnit(SELECT_TARGET_RANDOM, 0), SPELL_SOUL_DRAIN);
DoCast(SelectTarget(SELECT_TARGET_RANDOM, 0), SPELL_SOUL_DRAIN);
SoulDrainTimer = 60000;
} else SoulDrainTimer -= diff;
@@ -371,7 +371,7 @@ public:
{
Spawn->RemoveUnitMovementFlag(MOVEMENTFLAG_WALKING);
Spawn->GetMotionMaster()->MovePoint(0, AGGRO_X, AGGRO_Y, AGGRO_Z);
Unit *pTarget = SelectUnit(SELECT_TARGET_RANDOM, 1);
Unit *pTarget = SelectTarget(SELECT_TARGET_RANDOM, 1);
Spawn->AI()->AttackStart(pTarget);
}
}
@@ -106,7 +106,7 @@ public:
if (ShadowBoltTimer < diff && me->isInCombat())
{
DoCast(SelectUnit(SELECT_TARGET_RANDOM, 0), SPELL_SHADOWBOLT);
DoCast(SelectTarget(SELECT_TARGET_RANDOM, 0), SPELL_SHADOWBOLT);
ShadowBoltTimer = 10000;
} else ShadowBoltTimer -= diff;
return;
@@ -365,7 +365,7 @@ public:
Construct->CastSpell(Construct, SPELL_PASSIVE_SHADOWFORM, true);
SetThreatList(Construct); // Use same function as Doom Blossom to set Threat List.
CAST_AI(mob_shadowy_construct::mob_shadowy_constructAI, Construct->AI())->GhostGUID = GhostGUID;
Unit *pTarget = SelectUnit(SELECT_TARGET_RANDOM, 1);
Unit *pTarget = SelectTarget(SELECT_TARGET_RANDOM, 1);
if (!pTarget) // someone's trying to solo.
pTarget = me->getVictim();
@@ -417,7 +417,7 @@ public:
Shadow = me->SummonCreature(CREATURE_SHADOWY_CONSTRUCT, X, me->GetPositionY(), me->GetPositionZ(), 0, TEMPSUMMON_TIMED_OR_CORPSE_DESPAWN, 0);
if (Shadow)
{
Unit *pTarget = SelectUnit(SELECT_TARGET_RANDOM, 1);
Unit *pTarget = SelectTarget(SELECT_TARGET_RANDOM, 1);
if (!pTarget)
pTarget = me->getVictim();
@@ -430,7 +430,7 @@ public:
if (SummonDoomBlossomTimer <= diff)
{
if (Unit *pTarget = SelectUnit(SELECT_TARGET_RANDOM, 0))
if (Unit *pTarget = SelectTarget(SELECT_TARGET_RANDOM, 0))
{
float X = CalculateRandomLocation(pTarget->GetPositionX(), 20);
float Y = CalculateRandomLocation(pTarget->GetPositionY(), 20);
@@ -452,7 +452,7 @@ public:
if (IncinerateTimer <= diff)
{
Unit *pTarget = SelectUnit(SELECT_TARGET_RANDOM, 1);
Unit *pTarget = SelectTarget(SELECT_TARGET_RANDOM, 1);
if (!pTarget)
pTarget = me->getVictim();
@@ -466,7 +466,7 @@ public:
if (CrushingShadowsTimer <= diff)
{
Unit *pTarget = SelectUnit(SELECT_TARGET_RANDOM, 0);
Unit *pTarget = SelectTarget(SELECT_TARGET_RANDOM, 0);
if (pTarget && pTarget->isAlive())
DoCast(pTarget, SPELL_CRUSHING_SHADOWS);
CrushingShadowsTimer = 10000 + rand()%16 * 1000;
@@ -167,7 +167,7 @@ public:
break;
case EVENT_SPINE:
{
Unit *pTarget = SelectUnit(SELECT_TARGET_RANDOM, 1);
Unit *pTarget = SelectTarget(SELECT_TARGET_RANDOM, 1);
if (!pTarget) pTarget = me->getVictim();
if (pTarget)
{
@@ -557,7 +557,7 @@ public:
if (HammerOfJusticeTimer <= diff)
{
if (Unit *pTarget = SelectUnit(SELECT_TARGET_RANDOM, 0))
if (Unit *pTarget = SelectTarget(SELECT_TARGET_RANDOM, 0))
{
// is in ~10-40 yd range
if (me->IsInRange(pTarget, 10.0f, 40.0f, false))
@@ -670,7 +670,7 @@ public:
if (BlizzardTimer <= diff)
{
if (Unit *pTarget = SelectUnit(SELECT_TARGET_RANDOM, 0))
if (Unit *pTarget = SelectTarget(SELECT_TARGET_RANDOM, 0))
{
DoCast(pTarget, SPELL_BLIZZARD);
BlizzardTimer = 45000 + rand()%46 * 1000;
@@ -681,7 +681,7 @@ public:
if (FlamestrikeTimer <= diff)
{
if (Unit *pTarget = SelectUnit(SELECT_TARGET_RANDOM, 0))
if (Unit *pTarget = SelectTarget(SELECT_TARGET_RANDOM, 0))
{
DoCast(pTarget, SPELL_FLAMESTRIKE);
FlamestrikeTimer = 55000 + rand()%46 * 1000;
@@ -738,7 +738,7 @@ public:
if (EmpoweredSmiteTimer <= diff)
{
if (Unit *pTarget = SelectUnit(SELECT_TARGET_RANDOM, 0))
if (Unit *pTarget = SelectTarget(SELECT_TARGET_RANDOM, 0))
{
DoCast(pTarget, SPELL_EMPOWERED_SMITE);
EmpoweredSmiteTimer = 38000;
@@ -753,7 +753,7 @@ public:
if (DivineWrathTimer <= diff)
{
if (Unit *pTarget = SelectUnit(SELECT_TARGET_RANDOM, 0))
if (Unit *pTarget = SelectTarget(SELECT_TARGET_RANDOM, 0))
{
DoCast(pTarget, SPELL_DIVINE_WRATH);
DivineWrathTimer = 40000 + rand()%41 * 1000;
@@ -838,7 +838,7 @@ public:
if (VanishTimer <= diff) // Disappear and stop attacking, but follow a random unit
{
if (Unit *pTarget = SelectUnit(SELECT_TARGET_RANDOM, 0))
if (Unit *pTarget = SelectTarget(SELECT_TARGET_RANDOM, 0))
{
VanishTimer = 30000;
AppearEnvenomTimer= 28000;