Dungeon code cleanup

Consistent code, easier to read logic flow and some missing nullptr checks
This commit is contained in:
Bobblybook
2024-10-20 15:49:10 +11:00
parent a430786133
commit d0a9e98801
16 changed files with 106 additions and 151 deletions

View File

@@ -7,22 +7,6 @@
#include "Playerbots.h"
#include "NexusTriggers.h"
#define ANGLE_45_DEG (static_cast<float>(M_PI) / 4.f)
#define ANGLE_90_DEG M_PI_2
#define ANGLE_120_DEG (2.f * static_cast<float>(M_PI) / 3.f)
// Slice of the circle that we want melee dps to attack from.
// Measured from boss orientation, on one side.
// Even though the breath cone is not the full 180 degrees,
// avoid melee dps from the front due to parry potential.
// Bots should learn good dps etiquette :)
#define DRAGON_MELEE_MIN_ANGLE ANGLE_90_DEG
// This leaves a danger zone of 60 degrees at the tail end on both sides.
// This is a total of 120 degrees tail arc that bots will avoid -
// number just happens to be the same in this case, but this is always measured from the front.
#define DRAGON_MELEE_MAX_ANGLE ANGLE_120_DEG
class MoveFromWhirlwindAction : public MovementAction
{
public: