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

@@ -17,9 +17,9 @@ bool NadoxGuardianTrigger::IsActive()
bool JedogaVolunteerTrigger::IsActive()
{
Unit* boss = AI_VALUE2(Unit*, "find target", "jedoga shadowseeker");
// Unit* volunteer = AI_VALUE2(Unit*, "find target", "twilight volunteer");
Unit* volunteer = nullptr;
// Target is not findable from threat table using AI_VALUE2(),
if (!boss) { return false; }
// Volunteer is not findable from threat table using AI_VALUE2(),
// therefore need to search manually for the unit name
GuidVector targets = AI_VALUE(GuidVector, "possible targets no los");
@@ -28,16 +28,16 @@ bool JedogaVolunteerTrigger::IsActive()
Unit* unit = botAI->GetUnit(*i);
if (unit && unit->GetEntry() == NPC_TWILIGHT_VOLUNTEER)
{
volunteer = unit;
break;
return true;
}
}
return boss && volunteer;
return false;
}
bool ShadowCrashTrigger::IsActive()
{
if (botAI->IsMelee(bot)) { return false; }
return !botAI->IsMelee(bot) && AI_VALUE2(Unit*, "find target", "forgotten one");
Unit* unit = AI_VALUE2(Unit*, "find target", "forgotten one");
if (!unit) { return false; }
return !botAI->IsMelee(bot);
}