*added new escortAI functions (does not effect already coded escort scripts)

--HG--
branch : trunk
This commit is contained in:
Rat
2009-04-03 17:57:57 +02:00
parent c2dfb661e7
commit 335c04b791
2 changed files with 45 additions and 22 deletions
@@ -13,7 +13,6 @@ EndScriptData */
#include "npc_escortAI.h"
#define WP_LAST_POINT -1
#define MAX_PLAYER_DISTANCE 50
bool npc_escortAI::IsVisible(Unit* who) const
{
@@ -132,21 +131,29 @@ void npc_escortAI::UpdateAI(const uint32 diff)
//End of the line, Despawn self then immediatly respawn
if (CurrentWP == WaypointList.end())
{
debug_log("SD2: EscortAI reached end of waypoints");
if(DespawnAtEnd)
{
debug_log("SD2: EscortAI reached end of waypoints");
m_creature->setDeathState(JUST_DIED);
m_creature->SetHealth(0);
m_creature->CombatStop();
m_creature->DeleteThreatList();
m_creature->Respawn();
m_creature->GetMotionMaster()->Clear(true);
m_creature->setDeathState(JUST_DIED);
m_creature->SetHealth(0);
m_creature->CombatStop();
m_creature->DeleteThreatList();
m_creature->Respawn();
m_creature->GetMotionMaster()->Clear(true);
//Re-Enable gossip
m_creature->SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP);
//Re-Enable gossip
m_creature->SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP);
IsBeingEscorted = false;
WaitTimer = 0;
return;
IsBeingEscorted = false;
WaitTimer = 0;
return;
}else{
debug_log("SD2: EscortAI reached end of waypoints with Despawn off");
IsBeingEscorted = false;
WaitTimer = 0;
return;
}
}
if( !IsOnHold )
@@ -165,7 +172,7 @@ void npc_escortAI::UpdateAI(const uint32 diff)
{
Unit* p = Unit::GetUnit(*m_creature, PlayerGUID);
if (!p || m_creature->GetDistance(p) > MAX_PLAYER_DISTANCE)
if (DespawnAtFar && (!p || m_creature->GetDistance(p) > GetMaxPlayerDistance()))
{
JustDied(m_creature);
IsBeingEscorted = false;
@@ -187,16 +194,19 @@ void npc_escortAI::UpdateAI(const uint32 diff)
}else PlayerTimer -= diff;
}
//Check if we have a current target
if( m_creature->isAlive() && UpdateVictim())
if(CanMelee)
{
//If we are within range melee the target
if( m_creature->IsWithinMeleeRange(m_creature->getVictim()))
//Check if we have a current target
if( m_creature->isAlive() && UpdateVictim())
{
if( m_creature->isAttackReady() )
//If we are within range melee the target
if( m_creature->IsWithinMeleeRange(m_creature->getVictim()))
{
m_creature->AttackerStateUpdate(m_creature->getVictim());
m_creature->resetAttackTimer();
if( m_creature->isAttackReady() )
{
m_creature->AttackerStateUpdate(m_creature->getVictim());
m_creature->resetAttackTimer();
}
}
}
}
@@ -5,6 +5,8 @@
#ifndef SC_ESCORTAI_H
#define SC_ESCORTAI_H
#define DEFAULT_MAX_PLAYER_DISTANCE 50
struct Escort_Waypoint
{
Escort_Waypoint(uint32 _id, float _x, float _y, float _z, uint32 _w)
@@ -35,7 +37,7 @@ struct TRINITY_DLL_DECL npc_escortAI : public ScriptedAI
virtual void Reset() = 0;
// CreatureAI functions
npc_escortAI(Creature *c) : ScriptedAI(c), IsBeingEscorted(false), PlayerTimer(1000) {m_creature->GetPosition(LastPos.x, LastPos.y, LastPos.z);}
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);}
bool IsVisible(Unit*) const;
@@ -58,6 +60,13 @@ struct TRINITY_DLL_DECL npc_escortAI : public ScriptedAI
void Start(bool bAttack, bool bDefend, bool bRun, uint64 pGUID = 0);
void SetMaxPlayerDistance(float newMax) { MaxPlayerDistance = newMax; }
float GetMaxPlayerDistance() { return MaxPlayerDistance; }
void SetCanMelee(bool usemelee) { CanMelee = usemelee; }
void SetDespawnAtEnd(bool despawn) { DespawnAtEnd = despawn; }
void SetDespawnAtFar(bool despawn) { DespawnAtFar = despawn; }
// EscortAI variables
protected:
uint64 PlayerGUID;
@@ -67,6 +76,7 @@ struct TRINITY_DLL_DECL npc_escortAI : public ScriptedAI
private:
uint32 WaitTimer;
uint32 PlayerTimer;
float MaxPlayerDistance;
struct
{
@@ -83,6 +93,9 @@ struct TRINITY_DLL_DECL npc_escortAI : public ScriptedAI
bool Returning;
bool ReconnectWP;
bool Run;
bool CanMelee;
bool DespawnAtEnd;
bool DespawnAtFar;
};
#endif