refactor(Core/BossAI): Improve the ScheduleHealthCheck() code (#19743)

* refactor(Core/BossAI): Improve the ScheduleHealthCheck() code

* Update ScriptedCreature.cpp

---------

Co-authored-by: sudlud <sudlud@users.noreply.github.com>
This commit is contained in:
Andrew
2024-08-26 14:44:05 -03:00
committed by GitHub
parent 4ed1815de6
commit 83f8871c31
2 changed files with 12 additions and 14 deletions
@@ -720,9 +720,18 @@ void BossAI::DamageTaken(Unit* /*attacker*/, uint32& damage, DamageEffectType /*
{ {
if (!_healthCheckEvents.empty()) if (!_healthCheckEvents.empty())
{ {
for (auto& check : _healthCheckEvents)
{
if (check._valid && me->HealthBelowPctDamaged(check._healthPct, damage))
{
check._exec();
check._valid = false;
}
}
_healthCheckEvents.remove_if([&](HealthCheckEventData data) -> bool _healthCheckEvents.remove_if([&](HealthCheckEventData data) -> bool
{ {
return _ProccessHealthCheckEvent(data._healthPct, damage, data._exec); return !data._valid;
}); });
} }
} }
@@ -746,17 +755,6 @@ void BossAI::ScheduleHealthCheckEvent(std::initializer_list<uint8> healthPct, st
} }
} }
bool BossAI::_ProccessHealthCheckEvent(uint8 healthPct, uint32 damage, std::function<void()> exec) const
{
if (me->HealthBelowPctDamaged(healthPct, damage))
{
exec();
return true;
}
return false;
}
// WorldBossAI - for non-instanced bosses // WorldBossAI - for non-instanced bosses
WorldBossAI::WorldBossAI(Creature* creature) : WorldBossAI::WorldBossAI(Creature* creature) :
@@ -449,10 +449,11 @@ private:
struct HealthCheckEventData struct HealthCheckEventData
{ {
HealthCheckEventData(uint8 healthPct, std::function<void()> exec) : _healthPct(healthPct), _exec(exec) { }; HealthCheckEventData(uint8 healthPct, std::function<void()> exec, bool valid = true) : _healthPct(healthPct), _exec(exec), _valid(valid) { };
uint8 _healthPct; uint8 _healthPct;
std::function<void()> _exec; std::function<void()> _exec;
bool _valid;
}; };
class BossAI : public ScriptedAI class BossAI : public ScriptedAI
@@ -497,7 +498,6 @@ protected:
void _JustDied(); void _JustDied();
void _JustReachedHome() { me->setActive(false); } void _JustReachedHome() { me->setActive(false); }
void _EnterEvadeMode(EvadeReason why = EVADE_REASON_OTHER); void _EnterEvadeMode(EvadeReason why = EVADE_REASON_OTHER);
[[nodiscard]] bool _ProccessHealthCheckEvent(uint8 healthPct, uint32 damage, std::function<void()> exec) const;
void TeleportCheaters(); void TeleportCheaters();