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TCPlayerbotCore/src/bindings/scripts/base/escortAI.h
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/* Copyright (C) 2006 - 2009 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
* This program is free software licensed under GPL version 2
* Please see the included DOCS/LICENSE.TXT for more information */
#ifndef SC_ESCORTAI_H
#define SC_ESCORTAI_H
#define DEFAULT_MAX_PLAYER_DISTANCE 50
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extern UNORDERED_MAP<uint32, std::vector<PointMovement> > PointMovementMap;
struct Escort_Waypoint
{
Escort_Waypoint(uint32 _id, float _x, float _y, float _z, uint32 _w)
{
id = _id;
x = _x;
y = _y;
z = _z;
WaitTimeMs = _w;
}
uint32 id;
float x;
float y;
float z;
uint32 WaitTimeMs;
};
struct TRINITY_DLL_DECL npc_escortAI : public ScriptedAI
{
public:
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explicit npc_escortAI(Creature* pCreature) : ScriptedAI(pCreature),
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IsBeingEscorted(false), IsOnHold(false), PlayerGUID(0), MaxPlayerDistance(DEFAULT_MAX_PLAYER_DISTANCE), CanMelee(true), m_uiPlayerCheckTimer(1000), m_uiWPWaitTimer(2500), m_bIsReturning(false), m_bIsActiveAttacker(true), m_bIsRunning(false), DespawnAtEnd(true), DespawnAtFar(true), m_pQuestForEscort(NULL), m_bCanInstantRespawn(false), m_bCanReturnToStart(false) {}
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~npc_escortAI() {}
// Pure Virtual Functions
virtual void WaypointReached(uint32) = 0;
// CreatureAI functions
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void AttackStart(Unit* who);
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void MoveInLineOfSight(Unit* who);
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void JustDied(Unit*);
void JustRespawned();
void ReturnToLastPoint();
void EnterEvadeMode();
void UpdateAI(const uint32);
void MovementInform(uint32, uint32);
// EscortAI functions
void AddWaypoint(uint32 id, float x, float y, float z, uint32 WaitTimeMs = 0);
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void FillPointMovementListForCreature();
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void Start(bool bIsActiveAttacker = true, bool bRun = false, uint64 uiPlayerGUID = 0, const Quest* pQuest = NULL, bool bInstantRespawn = false, bool bCanLoopPath = false);
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void SetRun(bool bRun = true);
void SetMaxPlayerDistance(float newMax) { MaxPlayerDistance = newMax; }
float GetMaxPlayerDistance() { return MaxPlayerDistance; }
bool IsEscorted() {return IsBeingEscorted;}
void SetCanMelee(bool usemelee) { CanMelee = usemelee; }
void SetDespawnAtEnd(bool despawn) { DespawnAtEnd = despawn; }
void SetDespawnAtFar(bool despawn) { DespawnAtFar = despawn; }
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bool GetAttack() { return m_bIsActiveAttacker; }//used in EnterEvadeMode override
bool GetIsBeingEscorted() { return IsBeingEscorted; }//used in EnterEvadeMode override
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void SetReturning(bool returning) { m_bIsReturning = returning; }//used in EnterEvadeMode override
void SetCanAttack(bool attack) { m_bIsActiveAttacker = attack; }
uint64 GetEventStarterGUID() { return PlayerGUID; }
// EscortAI variables
protected:
uint64 PlayerGUID;
bool IsBeingEscorted;
bool IsOnHold;
private:
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uint32 m_uiWPWaitTimer;
uint32 m_uiPlayerCheckTimer;
float MaxPlayerDistance;
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const Quest* m_pQuestForEscort; //generally passed in Start() when regular escort script.
std::list<Escort_Waypoint> WaypointList;
std::list<Escort_Waypoint>::iterator CurrentWP;
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bool m_bIsActiveAttacker; //possible obsolete, and should be determined with db only (civilian)
bool m_bIsReturning; //in use when creature leave combat, and are returning to combat start position
bool m_bIsRunning; //all creatures are walking by default (has flag MOVEMENTFLAG_WALK)
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bool m_bCanInstantRespawn; //if creature should respawn instantly after escort over (if not, database respawntime are used)
bool m_bCanReturnToStart; //if creature can walk same path (loop) without despawn. Not for regular escort quests.
bool CanMelee;
bool DespawnAtEnd;
bool DespawnAtFar;
};
#endif
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