*added new escortAI functions (does not effect already coded escort scripts)
--HG-- branch : trunk
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@@ -13,7 +13,6 @@ EndScriptData */
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#include "npc_escortAI.h"
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#define WP_LAST_POINT -1
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#define MAX_PLAYER_DISTANCE 50
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bool npc_escortAI::IsVisible(Unit* who) const
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{
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@@ -132,21 +131,29 @@ void npc_escortAI::UpdateAI(const uint32 diff)
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//End of the line, Despawn self then immediatly respawn
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if (CurrentWP == WaypointList.end())
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{
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debug_log("SD2: EscortAI reached end of waypoints");
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if(DespawnAtEnd)
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{
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debug_log("SD2: EscortAI reached end of waypoints");
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m_creature->setDeathState(JUST_DIED);
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m_creature->SetHealth(0);
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m_creature->CombatStop();
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m_creature->DeleteThreatList();
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m_creature->Respawn();
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m_creature->GetMotionMaster()->Clear(true);
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m_creature->setDeathState(JUST_DIED);
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m_creature->SetHealth(0);
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m_creature->CombatStop();
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m_creature->DeleteThreatList();
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m_creature->Respawn();
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m_creature->GetMotionMaster()->Clear(true);
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//Re-Enable gossip
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m_creature->SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP);
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//Re-Enable gossip
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m_creature->SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP);
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IsBeingEscorted = false;
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WaitTimer = 0;
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return;
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IsBeingEscorted = false;
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WaitTimer = 0;
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return;
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}else{
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debug_log("SD2: EscortAI reached end of waypoints with Despawn off");
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IsBeingEscorted = false;
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WaitTimer = 0;
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return;
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}
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}
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if( !IsOnHold )
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@@ -165,7 +172,7 @@ void npc_escortAI::UpdateAI(const uint32 diff)
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{
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Unit* p = Unit::GetUnit(*m_creature, PlayerGUID);
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if (!p || m_creature->GetDistance(p) > MAX_PLAYER_DISTANCE)
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if (DespawnAtFar && (!p || m_creature->GetDistance(p) > GetMaxPlayerDistance()))
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{
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JustDied(m_creature);
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IsBeingEscorted = false;
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@@ -187,16 +194,19 @@ void npc_escortAI::UpdateAI(const uint32 diff)
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}else PlayerTimer -= diff;
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}
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//Check if we have a current target
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if( m_creature->isAlive() && UpdateVictim())
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if(CanMelee)
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{
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//If we are within range melee the target
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if( m_creature->IsWithinMeleeRange(m_creature->getVictim()))
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//Check if we have a current target
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if( m_creature->isAlive() && UpdateVictim())
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{
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if( m_creature->isAttackReady() )
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//If we are within range melee the target
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if( m_creature->IsWithinMeleeRange(m_creature->getVictim()))
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{
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m_creature->AttackerStateUpdate(m_creature->getVictim());
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m_creature->resetAttackTimer();
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if( m_creature->isAttackReady() )
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{
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m_creature->AttackerStateUpdate(m_creature->getVictim());
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m_creature->resetAttackTimer();
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}
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}
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}
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}
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@@ -5,6 +5,8 @@
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#ifndef SC_ESCORTAI_H
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#define SC_ESCORTAI_H
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#define DEFAULT_MAX_PLAYER_DISTANCE 50
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struct Escort_Waypoint
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{
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Escort_Waypoint(uint32 _id, float _x, float _y, float _z, uint32 _w)
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@@ -35,7 +37,7 @@ struct TRINITY_DLL_DECL npc_escortAI : public ScriptedAI
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virtual void Reset() = 0;
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// CreatureAI functions
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npc_escortAI(Creature *c) : ScriptedAI(c), IsBeingEscorted(false), PlayerTimer(1000) {m_creature->GetPosition(LastPos.x, LastPos.y, LastPos.z);}
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npc_escortAI(Creature *c) : ScriptedAI(c), IsBeingEscorted(false), PlayerTimer(1000), MaxPlayerDistance(DEFAULT_MAX_PLAYER_DISTANCE), CanMelee(true), DespawnAtEnd(true), DespawnAtFar(true) {m_creature->GetPosition(LastPos.x, LastPos.y, LastPos.z);}
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bool IsVisible(Unit*) const;
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@@ -58,6 +60,13 @@ struct TRINITY_DLL_DECL npc_escortAI : public ScriptedAI
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void Start(bool bAttack, bool bDefend, bool bRun, uint64 pGUID = 0);
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void SetMaxPlayerDistance(float newMax) { MaxPlayerDistance = newMax; }
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float GetMaxPlayerDistance() { return MaxPlayerDistance; }
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void SetCanMelee(bool usemelee) { CanMelee = usemelee; }
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void SetDespawnAtEnd(bool despawn) { DespawnAtEnd = despawn; }
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void SetDespawnAtFar(bool despawn) { DespawnAtFar = despawn; }
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// EscortAI variables
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protected:
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uint64 PlayerGUID;
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@@ -67,6 +76,7 @@ struct TRINITY_DLL_DECL npc_escortAI : public ScriptedAI
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private:
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uint32 WaitTimer;
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uint32 PlayerTimer;
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float MaxPlayerDistance;
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struct
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{
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@@ -83,6 +93,9 @@ struct TRINITY_DLL_DECL npc_escortAI : public ScriptedAI
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bool Returning;
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bool ReconnectWP;
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bool Run;
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bool CanMelee;
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bool DespawnAtEnd;
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bool DespawnAtFar;
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};
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#endif
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