[svn] * Merge Temp dev SVN with Assembla.
* Changes include: - Implementation of w12x's Outdoor PvP and Game Event Systems. - Temporary removal of IRC Chat Bot (until infinite loop when disabled is fixed). - All mangos -> trinity (to convert your mangos_string table, please run mangos_string_to_trinity_string.sql). - Improved Config cleanup. - And many more changes. --HG-- branch : trunk
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/*
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* Copyright (C) 2008 Trinity <http://www.trinitycore.org/>
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*
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* Thanks to the original authors: MaNGOS <http://www.mangosproject.org/>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "OutdoorPvPObjectiveAI.h"
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#include "Creature.h"
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#include "Player.h"
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#include "Unit.h"
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#include "OutdoorPvPMgr.h"
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#include "World.h"
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#define MAX_OUTDOOR_PVP_DISTANCE 200 // the max value in capture point type go data0 is 100 currently, so use twice that much to handle leaving as well
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OutdoorPvPObjectiveAI::OutdoorPvPObjectiveAI(Creature &c) : i_creature(c)
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{
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sLog.outDebug("OutdoorPvP objective AI assigned to creature guid %u", c.GetGUIDLow());
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}
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void OutdoorPvPObjectiveAI::MoveInLineOfSight(Unit *u)
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{
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// IsVisible only passes for players in range, so no need to check again
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// leaving/entering distance will be checked based on go range data
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sOutdoorPvPMgr.HandleCaptureCreaturePlayerMoveInLos(((Player*)u),&i_creature);
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}
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int OutdoorPvPObjectiveAI::Permissible(const Creature * c)
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{
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// only assigned through AI name, never by permissibility check
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return PERMIT_BASE_NO;
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}
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bool OutdoorPvPObjectiveAI::IsVisible(Unit *pl) const
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{
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return (pl->GetTypeId() == TYPEID_PLAYER) && (i_creature.GetDistance(pl) < MAX_OUTDOOR_PVP_DISTANCE);
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}
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void OutdoorPvPObjectiveAI::AttackStart(Unit *)
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{
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EnterEvadeMode();
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}
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void OutdoorPvPObjectiveAI::EnterEvadeMode()
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{
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i_creature.DeleteThreatList();
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i_creature.CombatStop();
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}
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void OutdoorPvPObjectiveAI::UpdateAI(const uint32 diff)
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{
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}
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