refactor(Core/Creature): More functions capitalized (#10012)
* GetLeader * IsFormed * build
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@@ -993,12 +993,12 @@ void Creature::Motion_Initialize()
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{
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{
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if (!m_formation)
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if (!m_formation)
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GetMotionMaster()->Initialize();
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GetMotionMaster()->Initialize();
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else if (m_formation->getLeader() == this)
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else if (m_formation->GetLeader() == this)
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{
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{
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m_formation->FormationReset(false, true);
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m_formation->FormationReset(false, true);
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GetMotionMaster()->Initialize();
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GetMotionMaster()->Initialize();
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}
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}
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else if (m_formation->isFormed())
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else if (m_formation->IsFormed())
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GetMotionMaster()->MoveIdle(); //wait the order of leader
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GetMotionMaster()->MoveIdle(); //wait the order of leader
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else
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else
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GetMotionMaster()->Initialize();
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GetMotionMaster()->Initialize();
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@@ -1849,7 +1849,7 @@ void Creature::setDeathState(DeathState s, bool despawn)
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}
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}
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//Dismiss group if is leader
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//Dismiss group if is leader
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if (m_formation && m_formation->getLeader() == this)
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if (m_formation && m_formation->GetLeader() == this)
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m_formation->FormationReset(true, false);
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m_formation->FormationReset(true, false);
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bool needsFalling = !despawn && (IsFlying() || IsHovering()) && !IsUnderWater();
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bool needsFalling = !despawn && (IsFlying() || IsHovering()) && !IsUnderWater();
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@@ -91,10 +91,12 @@ public:
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explicit CreatureGroup(uint32 id) : m_leader(nullptr), m_groupID(id), m_Formed(false) {}
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explicit CreatureGroup(uint32 id) : m_leader(nullptr), m_groupID(id), m_Formed(false) {}
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~CreatureGroup() {}
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~CreatureGroup() {}
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Creature* getLeader() const { return m_leader; }
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Creature* GetLeader() const { return m_leader; }
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uint32 GetId() const { return m_groupID; }
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uint32 GetId() const { return m_groupID; }
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bool IsEmpty() const { return m_members.empty(); }
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bool IsEmpty() const { return m_members.empty(); }
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bool isFormed() const { return m_Formed; }
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bool IsFormed() const { return m_Formed; }
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const CreatureGroupMemberType& GetMembers() const { return m_members; }
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const CreatureGroupMemberType& GetMembers() const { return m_members; }
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void AddMember(Creature* member);
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void AddMember(Creature* member);
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@@ -53,7 +53,7 @@ void RandomMovementGenerator<Creature>::_setRandomLocation(Creature* creature)
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init.MoveTo(_currDestPosition.GetPositionX(), _currDestPosition.GetPositionY(), _currDestPosition.GetPositionZ());
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init.MoveTo(_currDestPosition.GetPositionX(), _currDestPosition.GetPositionY(), _currDestPosition.GetPositionZ());
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init.SetWalk(true);
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init.SetWalk(true);
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init.Launch();
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init.Launch();
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if (creature->GetFormation() && creature->GetFormation()->getLeader() == creature)
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if (creature->GetFormation() && creature->GetFormation()->GetLeader() == creature)
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creature->GetFormation()->LeaderMoveTo(_currDestPosition.GetPositionX(), _currDestPosition.GetPositionY(), _currDestPosition.GetPositionZ(), false);
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creature->GetFormation()->LeaderMoveTo(_currDestPosition.GetPositionX(), _currDestPosition.GetPositionY(), _currDestPosition.GetPositionZ(), false);
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return;
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return;
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}
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}
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@@ -223,7 +223,7 @@ void RandomMovementGenerator<Creature>::_setRandomLocation(Creature* creature)
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_preComputedPaths.erase(pathIdx);
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_preComputedPaths.erase(pathIdx);
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//Call for creature group update
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//Call for creature group update
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if (creature->GetFormation() && creature->GetFormation()->getLeader() == creature)
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if (creature->GetFormation() && creature->GetFormation()->GetLeader() == creature)
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creature->GetFormation()->LeaderMoveTo(finalPoint.x, finalPoint.y, finalPoint.z, false);
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creature->GetFormation()->LeaderMoveTo(finalPoint.x, finalPoint.y, finalPoint.z, false);
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}
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}
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@@ -200,7 +200,7 @@ bool WaypointMovementGenerator<Creature>::StartMove(Creature* creature)
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init.Launch();
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init.Launch();
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//Call for creature group update
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//Call for creature group update
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if (creature->GetFormation() && creature->GetFormation()->getLeader() == creature)
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if (creature->GetFormation() && creature->GetFormation()->GetLeader() == creature)
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creature->GetFormation()->LeaderMoveTo(formationDest.x, formationDest.y, formationDest.z, node->move_type == WAYPOINT_MOVE_TYPE_RUN);
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creature->GetFormation()->LeaderMoveTo(formationDest.x, formationDest.y, formationDest.z, node->move_type == WAYPOINT_MOVE_TYPE_RUN);
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return true;
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return true;
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@@ -227,7 +227,7 @@ struct npc_cameron : public ScriptedAI
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_childrenGUIDs.push_back(jose->GetGUID());
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_childrenGUIDs.push_back(jose->GetGUID());
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// If Formation was disbanded, remake.
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// If Formation was disbanded, remake.
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if (!me->GetFormation()->isFormed())
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if (!me->GetFormation()->IsFormed())
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for (auto guid : _childrenGUIDs)
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for (auto guid : _childrenGUIDs)
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if (Creature* child = ObjectAccessor::GetCreature(*me, guid))
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if (Creature* child = ObjectAccessor::GetCreature(*me, guid))
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child->SearchFormation();
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child->SearchFormation();
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