*Fix critter AI.
*Some AI structure change. --HG-- branch : trunk
This commit is contained in:
@@ -38,7 +38,7 @@ AggressorAI::Permissible(const Creature *creature)
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return PERMIT_BASE_NO;
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}
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AggressorAI::AggressorAI(Creature &c) : i_creature(c), i_victimGuid(0), i_state(STATE_NORMAL), i_tracker(TIME_INTERVAL_LOOK)
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AggressorAI::AggressorAI(Creature *c) : i_creature(*c), i_victimGuid(0), i_state(STATE_NORMAL), i_tracker(TIME_INTERVAL_LOOK)
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{
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}
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@@ -36,7 +36,7 @@ class TRINITY_DLL_DECL AggressorAI : public CreatureAI
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public:
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AggressorAI(Creature &c);
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AggressorAI(Creature *c);
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void MoveInLineOfSight(Unit *);
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void AttackStart(Unit *);
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+18
-8
@@ -27,37 +27,47 @@ CreatureAI::~CreatureAI()
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{
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}
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SimpleCharmedAI::SimpleCharmedAI(Unit &u) : me(u)
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void CreatureAI::EnterEvadeMode()
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{
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if(!me) return;
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me->RemoveAllAuras();
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me->DeleteThreatList();
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me->CombatStop();
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me->LoadCreaturesAddon();
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me->SetLootRecipient(NULL);
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if(me->isAlive())
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me->GetMotionMaster()->MoveTargetedHome();
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}
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void SimpleCharmedAI::UpdateAI(const uint32 /*diff*/)
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{
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Creature *charmer = (Creature*)me.GetCharmer();
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Creature *charmer = (Creature*)me->GetCharmer();
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//kill self if charm aura has infinite duration
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if(charmer->IsInEvadeMode())
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{
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Unit::AuraList const& auras = me.GetAurasByType(SPELL_AURA_MOD_CHARM);
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Unit::AuraList const& auras = me->GetAurasByType(SPELL_AURA_MOD_CHARM);
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for(Unit::AuraList::const_iterator iter = auras.begin(); iter != auras.end(); ++iter)
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if((*iter)->GetCasterGUID() == charmer->GetGUID() && (*iter)->IsPermanent())
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{
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charmer->Kill(&me);
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charmer->Kill(me);
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return;
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}
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}
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if(!charmer->isInCombat())
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me.GetMotionMaster()->MoveFollow(charmer, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
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me->GetMotionMaster()->MoveFollow(charmer, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
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Unit *target = me.getVictim();
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Unit *target = me->getVictim();
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if(!target || !charmer->canAttack(target))
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{
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target = charmer->SelectNearestTarget();
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if(!target)
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return;
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me.GetMotionMaster()->MoveChase(target);
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me.Attack(target, true);
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me->GetMotionMaster()->MoveChase(target);
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me->Attack(target, true);
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}
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}
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+10
-9
@@ -72,21 +72,25 @@ enum SelectAggroTarget
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class TRINITY_DLL_SPEC UnitAI
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{
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public:
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UnitAI(Unit *u) : me(u) {}
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virtual void UpdateAI(const uint32 diff) = 0;
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protected:
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Unit *me;
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};
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class TRINITY_DLL_SPEC SimpleCharmedAI
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class TRINITY_DLL_SPEC SimpleCharmedAI : public UnitAI
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{
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public:
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SimpleCharmedAI(Unit &u);
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virtual void UpdateAI(const uint32 diff);
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private:
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Unit &me;
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};
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class TRINITY_DLL_SPEC CreatureAI : public UnitAI
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{
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protected:
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Creature *me;
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public:
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CreatureAI() : UnitAI(NULL), me(NULL) {}
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CreatureAI(Creature *c) : UnitAI((Unit*)c), me(c) {}
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virtual ~CreatureAI();
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@@ -97,10 +101,10 @@ class TRINITY_DLL_SPEC CreatureAI : public UnitAI
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virtual void AttackStart(Unit *) = 0;
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// Called at stopping attack by any attacker
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virtual void EnterEvadeMode() = 0;
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virtual void EnterEvadeMode();
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// Called at any Damage from any attacker (before damage apply)
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virtual void DamageTaken(Unit *done_by, uint32 & /*damage*/) { AttackedBy(done_by); }
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virtual void DamageTaken(Unit *done_by, uint32 & /*damage*/) {}
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// Is unit visible for MoveInLineOfSight
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virtual bool IsVisible(Unit *) const = 0;
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@@ -128,9 +132,6 @@ class TRINITY_DLL_SPEC CreatureAI : public UnitAI
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// Called when vitim entered water and creature can not enter water
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virtual bool canReachByRangeAttack(Unit*) { return false; }
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// Called when the creature is attacked
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virtual void AttackedBy(Unit * /*attacker*/) {}
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// Called when creature is spawned or respawned (for reseting variables)
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virtual void JustRespawned() {}
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@@ -27,6 +27,6 @@ inline CreatureAI*
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CreatureAIFactory<REAL_AI>::Create(void *data) const
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{
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Creature* creature = reinterpret_cast<Creature *>(data);
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return (new REAL_AI(*creature));
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return (new REAL_AI(creature));
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}
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#endif
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@@ -41,6 +41,8 @@ namespace AIRegistry
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(new CreatureAIFactory<NullCreatureAI>("NullCreatureAI"))->RegisterSelf();
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(new CreatureAIFactory<AggressorAI>("AggressorAI"))->RegisterSelf();
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(new CreatureAIFactory<ReactorAI>("ReactorAI"))->RegisterSelf();
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(new CreatureAIFactory<PassiveAI>("PassiveAI"))->RegisterSelf();
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(new CreatureAIFactory<CritterAI>("CritterAI"))->RegisterSelf();
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(new CreatureAIFactory<GuardAI>("GuardAI"))->RegisterSelf();
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(new CreatureAIFactory<PetAI>("PetAI"))->RegisterSelf();
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(new CreatureAIFactory<TotemAI>("TotemAI"))->RegisterSelf();
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@@ -65,6 +65,8 @@ namespace FactorySelector
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ai_factory = ai_registry.GetRegistryItem("TotemAI");
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else if(creature->GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_TRIGGER)
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ai_factory = ai_registry.GetRegistryItem("NullCreatureAI");
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else if(creature->GetCreatureType() == CREATURE_TYPE_CRITTER)
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ai_factory = ai_registry.GetRegistryItem("CritterAI");
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}
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// select by permit check
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@@ -91,7 +93,7 @@ namespace FactorySelector
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ainame = (ai_factory == NULL) ? "NullCreatureAI" : ai_factory->key();
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DEBUG_LOG("Creature %u used AI is %s.", creature->GetGUIDLow(), ainame.c_str() );
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return ( ai_factory == NULL ? new NullCreatureAI : ai_factory->Create(creature) );
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return ( ai_factory == NULL ? new NullCreatureAI(creature) : ai_factory->Create(creature) );
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}
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MovementGenerator* selectMovementGenerator(Creature *creature)
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@@ -33,7 +33,7 @@ int GuardAI::Permissible(const Creature *creature)
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return PERMIT_BASE_NO;
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}
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GuardAI::GuardAI(Creature &c) : i_creature(c), i_victimGuid(0), i_state(STATE_NORMAL), i_tracker(TIME_INTERVAL_LOOK)
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GuardAI::GuardAI(Creature *c) : i_creature(*c), i_victimGuid(0), i_state(STATE_NORMAL), i_tracker(TIME_INTERVAL_LOOK)
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{
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}
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+1
-1
@@ -36,7 +36,7 @@ class TRINITY_DLL_DECL GuardAI : public CreatureAI
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public:
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GuardAI(Creature &c);
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GuardAI(Creature *c);
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void MoveInLineOfSight(Unit *);
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void AttackStart(Unit *);
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@@ -19,7 +19,21 @@
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*/
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#include "NullCreatureAI.h"
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#include "Creature.h"
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NullCreatureAI::~NullCreatureAI()
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{
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}
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void CritterAI::DamageTaken(Unit *done_by, uint32 &)
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{
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if(!me->hasUnitState(UNIT_STAT_FLEEING))
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me->SetControlled(true, UNIT_STAT_FLEEING);
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}
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void CritterAI::EnterEvadeMode()
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{
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if(me->hasUnitState(UNIT_STAT_FLEEING))
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me->SetControlled(false, UNIT_STAT_FLEEING);
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CreatureAI::EnterEvadeMode();
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}
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@@ -23,22 +23,38 @@
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#include "CreatureAI.h"
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class TRINITY_DLL_DECL NullCreatureAI : public CreatureAI
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class TRINITY_DLL_DECL PassiveAI : public CreatureAI
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{
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public:
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NullCreatureAI(Creature &) {}
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NullCreatureAI() {}
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~NullCreatureAI();
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PassiveAI(Creature *c) : CreatureAI(c) {}
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~PassiveAI() {}
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void MoveInLineOfSight(Unit *) {}
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void AttackStart(Unit *) {}
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void EnterEvadeMode() {}
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bool IsVisible(Unit *) const { return false; }
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void UpdateAI(const uint32) {}
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static int Permissible(const Creature *) { return PERMIT_BASE_IDLE; }
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};
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class TRINITY_DLL_DECL NullCreatureAI : public PassiveAI
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{
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public:
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NullCreatureAI(Creature *c) : PassiveAI(c) {}
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~NullCreatureAI();
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void EnterEvadeMode() {}
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};
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class TRINITY_DLL_DECL CritterAI : public PassiveAI
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{
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public:
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CritterAI(Creature *c) : PassiveAI(c) {}
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~CritterAI();
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void DamageTaken(Unit *done_by, uint32 & /*damage*/);
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void EnterEvadeMode();
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};
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#endif
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@@ -25,7 +25,7 @@
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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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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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c.SetReactState(REACT_AGGRESSIVE);
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@@ -27,7 +27,7 @@ class TRINITY_DLL_DECL OutdoorPvPObjectiveAI : public CreatureAI
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{
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public:
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OutdoorPvPObjectiveAI(Creature &c);
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OutdoorPvPObjectiveAI(Creature *c);
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void MoveInLineOfSight(Unit *);
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bool IsVisible(Unit *) const;
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+3
-3
@@ -38,7 +38,7 @@ int PetAI::Permissible(const Creature *creature)
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return PERMIT_BASE_NO;
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}
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PetAI::PetAI(Creature &c) : i_pet(c), i_tracker(TIME_INTERVAL_LOOK), inCombat(false)
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PetAI::PetAI(Creature *c) : i_pet(*c), i_tracker(TIME_INTERVAL_LOOK), inCombat(false)
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{
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m_AllySet.clear();
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UpdateAllies();
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@@ -339,10 +339,10 @@ void PetAI::UpdateAllies()
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m_AllySet.insert(owner->GetGUID());
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}
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void PetAI::AttackedBy(Unit *attacker)
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/*void PetAI::AttackedBy(Unit *attacker)
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{
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//when attacked, fight back in case 1)no victim already AND 2)not set to passive AND 3)not set to stay, unless can it can reach attacker with melee attack anyway
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if(!i_pet.getVictim() && i_pet.GetCharmInfo() && !i_pet.GetCharmInfo()->HasReactState(REACT_PASSIVE) &&
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(!i_pet.GetCharmInfo()->HasCommandState(COMMAND_STAY) || i_pet.IsWithinMeleeRange(attacker)))
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AttackStart(attacker);
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}
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}*/
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+1
-3
@@ -31,13 +31,11 @@ class TRINITY_DLL_DECL PetAI : public CreatureAI
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{
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public:
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PetAI(Creature &c);
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PetAI(Creature *c);
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void MoveInLineOfSight(Unit *);
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void AttackStart(Unit *);
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void EnterEvadeMode();
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void DamageTaken(Unit *done_by, uint32& /*damage*/) { AttackedBy(done_by); }
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void AttackedBy(Unit*);
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bool IsVisible(Unit *) const;
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void JustDied(Unit* who) { _stopAttack(); }
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@@ -28,7 +28,7 @@ class Creature;
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class TRINITY_DLL_DECL PossessedAI : public CreatureAI
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{
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public:
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PossessedAI(Creature &c) : i_pet(c), i_victimGuid(0) {}
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PossessedAI(Creature *c) : i_pet(*c), i_victimGuid(0) {}
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// Possessed creatures shouldn't aggro by themselves
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void MoveInLineOfSight(Unit *) {}
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@@ -36,7 +36,6 @@ class TRINITY_DLL_DECL PossessedAI : public CreatureAI
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void EnterEvadeMode() {}
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void JustDied(Unit*);
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void KilledUnit(Unit* victim);
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void AttackedBy(Unit*) {}
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bool IsVisible(Unit * u) const { return _isVisible(u); }
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void UpdateAI(const uint32);
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@@ -29,7 +29,7 @@ class TRINITY_DLL_DECL ReactorAI : public CreatureAI
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{
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public:
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ReactorAI(Creature &c) : i_creature(c), i_victimGuid(0) {}
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ReactorAI(Creature *c) : i_creature(*c), i_victimGuid(0) {}
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void MoveInLineOfSight(Unit *);
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void AttackStart(Unit *);
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@@ -40,7 +40,7 @@ TotemAI::Permissible(const Creature *creature)
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return PERMIT_BASE_NO;
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}
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TotemAI::TotemAI(Creature &c) : i_totem(static_cast<Totem&>(c)), i_victimGuid(0)
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TotemAI::TotemAI(Creature *c) : i_totem(static_cast<Totem&>(*c)), i_victimGuid(0)
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{
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}
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+1
-1
@@ -31,7 +31,7 @@ class TRINITY_DLL_DECL TotemAI : public CreatureAI
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{
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public:
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TotemAI(Creature &c);
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TotemAI(Creature *c);
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void MoveInLineOfSight(Unit *);
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void AttackStart(Unit *);
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+12
-9
@@ -650,9 +650,6 @@ uint32 Unit::DealDamage(Unit *pVictim, uint32 damage, CleanDamage const* cleanDa
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// no xp,health if type 8 /critters/
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if ( pVictim->GetCreatureType() == CREATURE_TYPE_CRITTER)
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{
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// critters run away when hit
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pVictim->GetMotionMaster()->MoveFleeing(this);
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// allow loot only if has loot_id in creature_template
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if(damage >= pVictim->GetHealth())
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{
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@@ -750,13 +747,13 @@ uint32 Unit::DealDamage(Unit *pVictim, uint32 damage, CleanDamage const* cleanDa
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if(damagetype != DOT)
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{
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if(getVictim())
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{
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if(!getVictim())
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/*{
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// if have target and damage pVictim just call AI reaction
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if(pVictim != getVictim() && pVictim->GetTypeId()==TYPEID_UNIT && ((Creature*)pVictim)->AI())
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((Creature*)pVictim)->AI()->AttackedBy(this);
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}
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else
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else*/
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{
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// if not have main target then attack state with target (including AI call)
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//start melee attacks only after melee hit
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@@ -8195,8 +8192,8 @@ bool Unit::Attack(Unit *victim, bool meleeAttack)
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m_attacking = victim;
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m_attacking->_addAttacker(this);
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if(m_attacking->GetTypeId()==TYPEID_UNIT && ((Creature*)m_attacking)->AI())
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((Creature*)m_attacking)->AI()->AttackedBy(this);
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//if(m_attacking->GetTypeId()==TYPEID_UNIT && ((Creature*)m_attacking)->AI())
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// ((Creature*)m_attacking)->AI()->AttackedBy(this);
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if(GetTypeId()==TYPEID_UNIT)
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{
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@@ -12904,7 +12901,13 @@ void Unit::SetFeared(bool apply)
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Unit::AuraList const& fearAuras = GetAurasByType(SPELL_AURA_MOD_FEAR);
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if(!fearAuras.empty())
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caster = ObjectAccessor::GetUnit(*this, fearAuras.front()->GetCasterGUID());
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if(!caster) caster = getVictim();
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if(!caster)
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{
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if(getVictim())
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caster = getVictim();
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else if(m_attackers.size())
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caster = *m_attackers.begin();
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}
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GetMotionMaster()->MoveFleeing(caster); // caster==NULL processed in MoveFleeing
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}
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else
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