Mobs fleeing and getting assistance feature implementaion. Author: Neo2003
--HG-- branch : trunk
This commit is contained in:
+1
-1
@@ -114,7 +114,7 @@ Params are always read from Param1, then Param2, then Param3.
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22 ACTION_T_SET_PHASE Phase Sets the current phase to (param1)
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23 ACTION_T_INC_PHASE Value Increments the phase by (param1). May be negative to decrement phase but should not be 0.
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24 ACTION_T_EVADE No Params Forces the creature to evade. Wiping all threat and dropping combat.
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25 ACTION_T_FLEE No Params Causes the .creature to flee. Please use this action instead of directly casting this spell so we may change this when a more correct approach is found.
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25 ACTION_T_FLEE_FOR_ASSIST No Params Causes the creature to flee for assistence (at low helth mostly).
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26 ACTION_T_QUEST_EVENT_ALL QuestId Calls GroupEventHappens with (param1). Only used if it's _expected_ event should complete for all players in current party
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27 ACTION_T_CASTCREATUREGO_ALL QuestId, SpellId Calls CastedCreatureOrGo for all players on the threat list with QuestID(Param1) and SpellId(Param2)
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28 ACTION_T_REMOVEAURASFROMSPELL Target, Spellid Removes all auras on Target caused by Spellid
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+39
-19
@@ -139,6 +139,7 @@ m_gossipOptionLoaded(false),
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m_defaultMovementType(IDLE_MOTION_TYPE), m_DBTableGuid(0), m_equipmentId(0), m_AlreadyCallAssistance(false),
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m_regenHealth(true), m_AI_locked(false), m_isDeadByDefault(false), m_meleeDamageSchoolMask(SPELL_SCHOOL_MASK_NORMAL),
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m_creatureInfo(NULL), m_reactState(REACT_AGGRESSIVE), m_formation(NULL), m_summonMask(SUMMON_MASK_NONE)
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, m_AlreadySearchedAssistance(false)
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{
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m_regenTimer = 200;
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m_valuesCount = UNIT_END;
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@@ -611,6 +612,41 @@ void Creature::RegenerateHealth()
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ModifyHealth(addvalue);
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}
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void Creature::DoFleeToGetAssistance()
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{
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if (!getVictim())
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return;
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if(HasAuraType(SPELL_AURA_PREVENTS_FLEEING))
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return;
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float radius = sWorld.getConfig(CONFIG_CREATURE_FAMILY_FLEE_ASSISTANCE_RADIUS);
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if (radius >0)
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{
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Creature* pCreature = NULL;
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CellPair p(MaNGOS::ComputeCellPair(GetPositionX(), GetPositionY()));
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Cell cell(p);
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cell.data.Part.reserved = ALL_DISTRICT;
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cell.SetNoCreate();
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MaNGOS::NearestAssistCreatureInCreatureRangeCheck u_check(this, getVictim(), radius);
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MaNGOS::CreatureLastSearcher<MaNGOS::NearestAssistCreatureInCreatureRangeCheck> searcher(this, pCreature, u_check);
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TypeContainerVisitor<MaNGOS::CreatureLastSearcher<MaNGOS::NearestAssistCreatureInCreatureRangeCheck>, GridTypeMapContainer > grid_creature_searcher(searcher);
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CellLock<GridReadGuard> cell_lock(cell, p);
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cell_lock->Visit(cell_lock, grid_creature_searcher, *GetMap());
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SetNoSearchAssistance(true);
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if(!pCreature)
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//SetFeared(true, getVictim()->GetGUID(), 0 ,sWorld.getConfig(CONFIG_CREATURE_FAMILY_FLEE_DELAY));
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//TODO: use 31365
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SetControlled(true, UNIT_STAT_FLEEING);
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else
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GetMotionMaster()->MoveSeekAssistance(pCreature->GetPositionX(), pCreature->GetPositionY(), pCreature->GetPositionZ());
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}
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}
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bool Creature::AIM_Initialize(CreatureAI* ai)
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{
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// make sure nothing can change the AI during AI update
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@@ -1676,6 +1712,7 @@ void Creature::setDeathState(DeathState s)
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if (canFly() && FallGround())
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return;
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SetNoSearchAssistance(false);
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Unit::setDeathState(CORPSE);
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//Dismiss group if is leader
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@@ -1919,22 +1956,6 @@ bool Creature::IsVisibleInGridForPlayer(Player const* pl) const
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return false;
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}
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void Creature::DoFleeToGetAssistance(float radius) // Optional parameter
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{
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if (!getVictim())
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return;
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Creature* pCreature = NULL;
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Trinity::NearestAssistCreatureInCreatureRangeCheck u_check(this,getVictim(),radius);
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Trinity::CreatureLastSearcher<Trinity::NearestAssistCreatureInCreatureRangeCheck> searcher(this, pCreature, u_check);
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VisitNearbyGridObject(radius, searcher);
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if(!pCreature)
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SetControlled(true, UNIT_STAT_FLEEING);
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else
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GetMotionMaster()->MovePoint(0,pCreature->GetPositionX(),pCreature->GetPositionY(),pCreature->GetPositionZ());
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}
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Unit* Creature::SelectNearestTarget(float dist) const
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{
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CellPair p(Trinity::ComputeCellPair(GetPositionX(), GetPositionY()));
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@@ -1959,14 +1980,13 @@ Unit* Creature::SelectNearestTarget(float dist) const
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return target;
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}
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void Creature::CallAssistance(float radius)
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void Creature::CallAssistance()
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{
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if( !m_AlreadyCallAssistance && getVictim() && !isPet() && !isCharmed())
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{
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SetNoCallAssistance(true);
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if(!radius)
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radius = sWorld.getConfig(CONFIG_CREATURE_FAMILY_ASSISTANCE_RADIUS);
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float radius = sWorld.getConfig(CONFIG_CREATURE_FAMILY_ASSISTANCE_RADIUS);
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if(radius > 0)
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{
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+5
-2
@@ -634,9 +634,11 @@ class TRINITY_DLL_SPEC Creature : public Unit
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float GetAttackDistance(Unit const* pl) const;
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Unit* SelectNearestTarget(float dist = 0) const;
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void CallAssistance(float radius = 0);
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void DoFleeToGetAssistance();
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void CallAssistance();
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void SetNoCallAssistance(bool val) { m_AlreadyCallAssistance = val; }
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void DoFleeToGetAssistance(float radius = 50);
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void SetNoSearchAssistance(bool val) { m_AlreadySearchedAssistance = val; }
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bool HasSearchedAssistance() { return m_AlreadySearchedAssistance; }
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bool CanAssistTo(const Unit* u, const Unit* enemy, bool checkfaction = true) const;
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MovementGeneratorType GetDefaultMovementType() const { return m_defaultMovementType; }
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@@ -746,6 +748,7 @@ class TRINITY_DLL_SPEC Creature : public Unit
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uint32 m_equipmentId;
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bool m_AlreadyCallAssistance;
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bool m_AlreadySearchedAssistance;
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bool m_regenHealth;
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bool m_AI_locked;
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bool m_isDeadByDefault;
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@@ -130,8 +130,6 @@ CreatureEventAI::CreatureEventAI(Creature *c ) : CreatureAI(c)
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AttackDistance = 0;
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AttackAngle = 0.0f;
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IsFleeing = false;
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//Handle Spawned Events
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if (!bEmptyList)
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{
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@@ -617,12 +615,8 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32
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case ACTION_T_EVADE:
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EnterEvadeMode();
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break;
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case ACTION_T_FLEE:
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if(me->HasAuraType(SPELL_AURA_PREVENTS_FLEEING))
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break;
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TimetoFleeLeft = 8000;
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me->DoFleeToGetAssistance();
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IsFleeing = true;
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case ACTION_T_FLEE_FOR_ASSIST:
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m_creature->DoFleeToGetAssistance();
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break;
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case ACTION_T_QUEST_EVENT_ALL:
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if (pActionInvoker && pActionInvoker->GetTypeId() == TYPEID_PLAYER)
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@@ -808,7 +802,6 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32
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void CreatureEventAI::JustRespawned()
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{
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IsFleeing = false;
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Reset();
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if (bEmptyList)
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@@ -827,9 +820,6 @@ void CreatureEventAI::Reset()
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EventUpdateTime = EVENT_UPDATE_TIME;
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EventDiff = 0;
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TimetoFleeLeft = 0;
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IsFleeing = false;
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if (bEmptyList)
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return;
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@@ -888,7 +878,6 @@ void CreatureEventAI::EnterEvadeMode()
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void CreatureEventAI::JustDied(Unit* killer)
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{
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IsFleeing = false;
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Reset();
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if (bEmptyList)
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@@ -1033,23 +1022,6 @@ void CreatureEventAI::UpdateAI(const uint32 diff)
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if (!m_creature->isAlive())
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return;
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if (IsFleeing)
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{
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if(TimetoFleeLeft < diff)
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{
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me->SetControlled(false, UNIT_STAT_FLEEING);
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me->SetNoCallAssistance(false);
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me->CallAssistance();
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if(me->getVictim())
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me->GetMotionMaster()->MoveChase(me->getVictim());
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IsFleeing = false;
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}
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else
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TimetoFleeLeft -= diff;
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return;
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}
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if (!bEmptyList)
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{
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//Events are only updated once every EVENT_UPDATE_TIME ms to prevent lag with large amount of events
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@@ -28,7 +28,6 @@ class Player;
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class WorldObject;
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#define EVENT_UPDATE_TIME 500
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#define SPELL_RUN_AWAY 8225
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#define MAX_ACTIONS 3
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#define MAX_PHASE 32
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@@ -88,7 +87,7 @@ enum EventAI_ActionType
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ACTION_T_SET_PHASE = 22, // Phase
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ACTION_T_INC_PHASE = 23, // Value (may be negative to decrement phase, should not be 0)
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ACTION_T_EVADE = 24, // No Params
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ACTION_T_FLEE = 25, // No Params
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ACTION_T_FLEE_FOR_ASSIST = 25, // No Params
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ACTION_T_QUEST_EVENT_ALL = 26, // QuestID
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ACTION_T_CAST_EVENT_ALL = 27, // CreatureId, SpellId
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ACTION_T_REMOVEAURASFROMSPELL = 28, // Target, Spellid
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@@ -580,8 +579,5 @@ class TRINITY_DLL_SPEC CreatureEventAI : public CreatureAI
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bool MeleeEnabled; //If we allow melee auto attack
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uint32 AttackDistance; //Distance to attack from
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float AttackAngle; //Angle of attack
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uint32 TimetoFleeLeft;
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bool IsFleeing;
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};
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#endif
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@@ -626,7 +626,7 @@ void CreatureEventAIMgr::LoadCreatureEventAI_Scripts()
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sLog.outErrorDb("CreatureEventAI: Event %u Action %u uses non-existant creature entry %u.", i, j+1, action.update_template.creatureId);
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break;
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case ACTION_T_EVADE: //No Params
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case ACTION_T_FLEE: //No Params
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case ACTION_T_FLEE_FOR_ASSIST: //No Params
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case ACTION_T_DIE: //No Params
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case ACTION_T_ZONE_COMBAT_PULSE: //No Params
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case ACTION_T_AUTO_ATTACK: //AllowAttackState (0 = stop attack, anything else means continue attacking)
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@@ -19,6 +19,7 @@
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*/
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#include "Creature.h"
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#include "CreatureAI.h"
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#include "MapManager.h"
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#include "FleeingMovementGenerator.h"
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#include "DestinationHolderImp.h"
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@@ -410,3 +411,32 @@ template void FleeingMovementGenerator<Creature>::Reset(Creature &);
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template bool FleeingMovementGenerator<Player>::Update(Player &, const uint32 &);
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template bool FleeingMovementGenerator<Creature>::Update(Creature &, const uint32 &);
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void TimedFleeingMovementGenerator::Finalize(Unit &owner)
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{
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owner.clearUnitState(UNIT_STAT_FLEEING);
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if (Unit* victim = owner.getVictim())
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{
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if (owner.isAlive())
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{
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owner.AttackStop();
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((Creature*)&owner)->AI()->AttackStart(victim);
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}
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}
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}
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bool TimedFleeingMovementGenerator::Update(Unit & owner, const uint32 & time_diff)
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{
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if( !owner.isAlive() )
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return false;
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if( owner.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED) )
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return true;
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i_totalFleeTime.Update(time_diff);
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if (i_totalFleeTime.Passed())
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return false;
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// This calls grant-parent Update method hiden by FleeingMovementGenerator::Update(Creature &, const uint32 &) version
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// This is done instead of casting Unit& to Creature& and call parent method, then we can use Unit directly
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return MovementGeneratorMedium< Creature, FleeingMovementGenerator<Creature> >::Update(owner, time_diff);
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}
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@@ -61,5 +61,22 @@ class TRINITY_DLL_SPEC FleeingMovementGenerator
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DestinationHolder< Traveller<T> > i_destinationHolder;
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};
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class MANGOS_DLL_SPEC TimedFleeingMovementGenerator
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: public FleeingMovementGenerator<Creature>
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{
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public:
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TimedFleeingMovementGenerator(uint64 fright, uint32 time) :
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FleeingMovementGenerator<Creature>(fright),
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i_totalFleeTime(time) {}
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MovementGeneratorType GetMovementGeneratorType() { return TIMED_FLEEING_MOTION_TYPE; }
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bool Update(Unit &, const uint32 &);
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void Finalize(Unit &);
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private:
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TimeTracker i_totalFleeTime;
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};
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#endif
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+32
-25
@@ -950,31 +950,6 @@ namespace Trinity
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NearestHostileUnitInAttackDistanceCheck(NearestHostileUnitInAttackDistanceCheck const&);
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};
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class NearestAssistCreatureInCreatureRangeCheck
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{
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public:
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NearestAssistCreatureInCreatureRangeCheck(Creature* obj,Unit* enemy, float range)
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: i_obj(obj), i_enemy(enemy), i_range(range) {}
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bool operator()(Creature* u)
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{
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if(u->getFaction() == i_obj->getFaction() && !u->isInCombat() && !u->GetCharmerOrOwnerGUID() && u->IsHostileTo(i_enemy) && u->isAlive()&& i_obj->IsWithinDistInMap(u, i_range) && i_obj->IsWithinLOSInMap(u))
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{
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i_range = i_obj->GetDistance(u); // use found unit range as new range limit for next check
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return true;
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}
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return false;
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}
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float GetLastRange() const { return i_range; }
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private:
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Creature* const i_obj;
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Unit* const i_enemy;
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float i_range;
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// prevent clone this object
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NearestAssistCreatureInCreatureRangeCheck(NearestAssistCreatureInCreatureRangeCheck const&);
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};
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class AnyAssistCreatureInRangeCheck
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{
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public:
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@@ -1006,6 +981,38 @@ namespace Trinity
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float i_range;
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};
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class NearestAssistCreatureInCreatureRangeCheck
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{
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public:
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NearestAssistCreatureInCreatureRangeCheck(Creature* obj, Unit* enemy, float range)
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: i_obj(obj), i_enemy(enemy), i_range(range) {}
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bool operator()(Creature* u)
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{
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if(u == i_obj)
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return false;
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if(!u->CanAssistTo(i_obj,i_enemy))
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return false;
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if(!i_obj->IsWithinDistInMap(u, i_range))
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return false;
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if(!i_obj->IsWithinLOSInMap(u))
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return false;
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i_range = i_obj->GetDistance(u); // use found unit range as new range limit for next check
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return true;
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}
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float GetLastRange() const { return i_range; }
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private:
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Creature* const i_obj;
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Unit* const i_enemy;
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float i_range;
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// prevent clone this object
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NearestAssistCreatureInCreatureRangeCheck(NearestAssistCreatureInCreatureRangeCheck const&);
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};
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// Success at unit in range, range update for next check (this can be use with CreatureLastSearcher to find nearest creature)
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class NearestCreatureEntryWithLiveStateInObjectRangeCheck
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{
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@@ -19,7 +19,8 @@
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*/
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#include "IdleMovementGenerator.h"
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#include "Unit.h"
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#include "CreatureAI.h"
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#include "Creature.h"
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IdleMovementGenerator si_idleMovement;
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@@ -60,3 +61,16 @@ DistractMovementGenerator::Update(Unit& owner, const uint32& time_diff)
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return true;
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}
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void
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AssistanceDistractMovementGenerator::Finalize(Unit &unit)
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{
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unit.clearUnitState(UNIT_STAT_DISTRACTED);
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if (Unit* victim = unit.getVictim())
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{
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if (unit.isAlive())
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{
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unit.AttackStop();
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((Creature*)&unit)->AI()->AttackStart(victim);
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}
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}
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}
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@@ -51,5 +51,15 @@ class TRINITY_DLL_SPEC DistractMovementGenerator : public MovementGenerator
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uint32 m_timer;
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};
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class MANGOS_DLL_SPEC AssistanceDistractMovementGenerator : public DistractMovementGenerator
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{
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public:
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AssistanceDistractMovementGenerator(uint32 timer) :
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DistractMovementGenerator(timer) {}
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MovementGeneratorType GetMovementGeneratorType() { return ASSISTANCE_DISTRACT_MOTION_TYPE; }
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void Finalize(Unit& unit);
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};
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||||
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#endif
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||||
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@@ -365,7 +365,37 @@ MotionMaster::MoveCharge(float x, float y, float z, float speed)
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||||
}
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||||
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||||
void
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||||
MotionMaster::MoveFleeing(Unit* enemy)
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||||
MotionMaster::MoveSeekAssistance(float x, float y, float z)
|
||||
{
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||||
if(i_owner->GetTypeId()==TYPEID_PLAYER)
|
||||
{
|
||||
sLog.outError("Player (GUID: %u) attempt to seek assistance",i_owner->GetGUIDLow());
|
||||
}
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||||
else
|
||||
{
|
||||
DEBUG_LOG("Creature (Entry: %u GUID: %u) seek assistance (X: %f Y: %f Z: %f)",
|
||||
i_owner->GetEntry(), i_owner->GetGUIDLow(), x, y, z );
|
||||
Mutate(new AssistanceMovementGenerator(x,y,z), MOTION_SLOT_ACTIVE);
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
MotionMaster::MoveSeekAssistanceDistract(uint32 time)
|
||||
{
|
||||
if(i_owner->GetTypeId()==TYPEID_PLAYER)
|
||||
{
|
||||
sLog.outError("Player (GUID: %u) attempt to call distract after assistance",i_owner->GetGUIDLow());
|
||||
}
|
||||
else
|
||||
{
|
||||
DEBUG_LOG("Creature (Entry: %u GUID: %u) is distracted after assistance call (Time: %u)",
|
||||
i_owner->GetEntry(), i_owner->GetGUIDLow(), time );
|
||||
Mutate(new AssistanceDistractMovementGenerator(time), MOTION_SLOT_ACTIVE);
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
MotionMaster::MoveFleeing(Unit* enemy, uint32 time)
|
||||
{
|
||||
if(!enemy)
|
||||
return;
|
||||
@@ -382,11 +412,15 @@ MotionMaster::MoveFleeing(Unit* enemy)
|
||||
}
|
||||
else
|
||||
{
|
||||
DEBUG_LOG("Creature (Entry: %u GUID: %u) flee from %s (GUID: %u)",
|
||||
DEBUG_LOG("Creature (Entry: %u GUID: %u) flee from %s (GUID: %u)%s",
|
||||
i_owner->GetEntry(), i_owner->GetGUIDLow(),
|
||||
enemy->GetTypeId()==TYPEID_PLAYER ? "player" : "creature",
|
||||
enemy->GetTypeId()==TYPEID_PLAYER ? enemy->GetGUIDLow() : ((Creature*)enemy)->GetDBTableGUIDLow() );
|
||||
Mutate(new FleeingMovementGenerator<Creature>(enemy->GetGUID()), MOTION_SLOT_CONTROLLED);
|
||||
enemy->GetTypeId()==TYPEID_PLAYER ? enemy->GetGUIDLow() : ((Creature*)enemy)->GetDBTableGUIDLow(),
|
||||
time ? " for a limited time" : "");
|
||||
if (time)
|
||||
Mutate(new TimedFleeingMovementGenerator(enemy->GetGUID(), time), MOTION_SLOT_CONTROLLED);
|
||||
else
|
||||
Mutate(new FleeingMovementGenerator<Creature>(enemy->GetGUID()), MOTION_SLOT_CONTROLLED);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -45,7 +45,10 @@ enum MovementGeneratorType
|
||||
POINT_MOTION_TYPE = 8, // PointMovementGenerator.h
|
||||
FLEEING_MOTION_TYPE = 9, // FleeingMovementGenerator.h
|
||||
DISTRACT_MOTION_TYPE = 10, // IdleMovementGenerator.h
|
||||
NULL_MOTION_TYPE = 11,
|
||||
ASSISTANCE_MOTION_TYPE= 11, // PointMovementGenerator.h (first part of flee for assistance)
|
||||
ASSISTANCE_DISTRACT_MOTION_TYPE = 12, // IdleMovementGenerator.h (second part of flee for assistance)
|
||||
TIMED_FLEEING_MOTION_TYPE = 13, // FleeingMovementGenerator.h (alt.second part of flee for assistance)
|
||||
NULL_MOTION_TYPE = 14,
|
||||
};
|
||||
|
||||
enum MovementSlot
|
||||
@@ -138,12 +141,14 @@ class TRINITY_DLL_SPEC MotionMaster //: private std::stack<MovementGenerator *>
|
||||
void MoveFollow(Unit* target, float dist, float angle, MovementSlot slot = MOTION_SLOT_ACTIVE);
|
||||
void MoveChase(Unit* target, float dist = 0.0f, float angle = 0.0f);
|
||||
void MoveConfused();
|
||||
void MoveFleeing(Unit* enemy);
|
||||
void MoveFleeing(Unit* enemy, uint32 time = 0);
|
||||
void MovePoint(uint32 id, float x,float y,float z);
|
||||
void MoveCharge(float x, float y, float z, float speed = SPEED_CHARGE);
|
||||
void MoveKnockbackFrom(float srcX, float srcY, float speedXY, float speedZ);
|
||||
void MoveJumpTo(float angle, float speedXY, float speedZ);
|
||||
void MoveJump(float x, float y, float z, float speedXY, float speedZ);
|
||||
void MoveSeekAssistance(float x,float y,float z);
|
||||
void MoveSeekAssistanceDistract(uint32 timer);
|
||||
void MoveTaxiFlight(uint32 path, uint32 pathnode);
|
||||
void MoveDistract(uint32 time);
|
||||
void MovePath(uint32 path_id, bool repeatable);
|
||||
|
||||
@@ -23,6 +23,7 @@
|
||||
#include "Creature.h"
|
||||
#include "CreatureAI.h"
|
||||
#include "DestinationHolderImp.h"
|
||||
#include "World.h"
|
||||
|
||||
//----- Point Movement Generator
|
||||
template<class T>
|
||||
@@ -92,3 +93,11 @@ template void PointMovementGenerator<Player>::Finalize(Player&);
|
||||
template void PointMovementGenerator<Creature>::Initialize(Creature&);
|
||||
template bool PointMovementGenerator<Creature>::Update(Creature&, const uint32 &diff);
|
||||
template void PointMovementGenerator<Creature>::Finalize(Creature&);
|
||||
|
||||
void AssistanceMovementGenerator::Finalize(Unit &unit)
|
||||
{
|
||||
((Creature*)&unit)->SetNoCallAssistance(false);
|
||||
((Creature*)&unit)->CallAssistance();
|
||||
if (unit.isAlive())
|
||||
unit.GetMotionMaster()->MoveSeekAssistanceDistract(sWorld.getConfig(CONFIG_CREATURE_FAMILY_ASSISTANCE_DELAY));
|
||||
}
|
||||
|
||||
@@ -51,5 +51,17 @@ class TRINITY_DLL_SPEC PointMovementGenerator
|
||||
DestinationHolder< Traveller<T> > i_destinationHolder;
|
||||
bool arrived;
|
||||
};
|
||||
|
||||
class MANGOS_DLL_SPEC AssistanceMovementGenerator
|
||||
: public PointMovementGenerator<Creature>
|
||||
{
|
||||
public:
|
||||
AssistanceMovementGenerator(float _x, float _y, float _z) :
|
||||
PointMovementGenerator<Creature>(0, _x, _y, _z) {}
|
||||
|
||||
MovementGeneratorType GetMovementGeneratorType() { return ASSISTANCE_MOTION_TYPE; }
|
||||
void Finalize(Unit &);
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
@@ -94,7 +94,10 @@ template<class T>
|
||||
void
|
||||
TargetedMovementGenerator<T>::Initialize(T &owner)
|
||||
{
|
||||
owner.RemoveUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
|
||||
if (owner.GetTypeId() == TYPEID_UNIT && ((Creature*)&owner)->HasSearchedAssistance())
|
||||
owner.AddUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
|
||||
else
|
||||
owner.RemoveUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
|
||||
|
||||
if (owner.GetTypeId() == TYPEID_UNIT && ((Creature*)&owner)->canFly())
|
||||
owner.AddUnitMovementFlag(MOVEMENTFLAG_FLYING2);
|
||||
|
||||
+6
-5
@@ -8085,10 +8085,11 @@ bool Unit::AttackStop()
|
||||
|
||||
InterruptSpell(CURRENT_MELEE_SPELL);
|
||||
|
||||
if( GetTypeId()==TYPEID_UNIT )
|
||||
// reset only at real combat stop
|
||||
if(GetTypeId()==TYPEID_UNIT )
|
||||
{
|
||||
// reset call assistance
|
||||
((Creature*)this)->SetNoCallAssistance(false);
|
||||
((Creature*)this)->SetNoSearchAssistance(false);
|
||||
}
|
||||
|
||||
SendAttackStop(victim);
|
||||
@@ -12321,7 +12322,7 @@ void Unit::SendMovementFlagUpdate()
|
||||
}
|
||||
|
||||
/*
|
||||
void Unit::SetFeared(bool apply, uint64 casterGUID, uint32 spellID)
|
||||
void Unit::SetFeared(bool apply, uint64 casterGUID, uint32 spellID, uint32 time)
|
||||
{
|
||||
if( apply )
|
||||
{
|
||||
@@ -12335,7 +12336,7 @@ void Unit::SetFeared(bool apply, uint64 casterGUID, uint32 spellID)
|
||||
|
||||
Unit* caster = ObjectAccessor::GetUnit(*this,casterGUID);
|
||||
|
||||
GetMotionMaster()->MoveFleeing(caster); // caster==NULL processed in MoveFleeing
|
||||
GetMotionMaster()->MoveFleeing(caster, time); // caster==NULL processed in MoveFleeing
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -13332,7 +13333,7 @@ void Unit::SetFeared(bool apply)
|
||||
caster = ObjectAccessor::GetUnit(*this, fearAuras.front()->GetCasterGUID());
|
||||
if(!caster)
|
||||
caster = getAttackerForHelper();
|
||||
GetMotionMaster()->MoveFleeing(caster); // caster==NULL processed in MoveFleeing
|
||||
GetMotionMaster()->MoveFleeing(caster, fearAuras.empty() ? sWorld.getConfig(CONFIG_CREATURE_FAMILY_FLEE_DELAY) : 0); // caster==NULL processed in MoveFleeing
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
@@ -909,8 +909,10 @@ void World::LoadConfigSettings(bool reload)
|
||||
|
||||
m_configs[CONFIG_EVENT_ANNOUNCE] = sConfig.GetIntDefault("Event.Announce",0);
|
||||
|
||||
m_configs[CONFIG_CREATURE_FAMILY_FLEE_ASSISTANCE_RADIUS] = sConfig.GetIntDefault("CreatureFamilyFleeAssistanceRadius",30);
|
||||
m_configs[CONFIG_CREATURE_FAMILY_ASSISTANCE_RADIUS] = sConfig.GetIntDefault("CreatureFamilyAssistanceRadius",10);
|
||||
m_configs[CONFIG_CREATURE_FAMILY_ASSISTANCE_DELAY] = sConfig.GetIntDefault("CreatureFamilyAssistanceDelay",1500);
|
||||
m_configs[CONFIG_CREATURE_FAMILY_FLEE_DELAY] = sConfig.GetIntDefault("CreatureFamilyFleeDelay",7000);
|
||||
|
||||
m_configs[CONFIG_WORLD_BOSS_LEVEL_DIFF] = sConfig.GetIntDefault("WorldBossLevelDiff",3);
|
||||
|
||||
|
||||
@@ -169,8 +169,10 @@ enum WorldConfigs
|
||||
CONFIG_CHATFLOOD_MESSAGE_DELAY,
|
||||
CONFIG_CHATFLOOD_MUTE_TIME,
|
||||
CONFIG_EVENT_ANNOUNCE,
|
||||
CONFIG_CREATURE_FAMILY_FLEE_ASSISTANCE_RADIUS,
|
||||
CONFIG_CREATURE_FAMILY_ASSISTANCE_RADIUS,
|
||||
CONFIG_CREATURE_FAMILY_ASSISTANCE_DELAY,
|
||||
CONFIG_CREATURE_FAMILY_FLEE_DELAY,
|
||||
CONFIG_WORLD_BOSS_LEVEL_DIFF,
|
||||
CONFIG_QUEST_LOW_LEVEL_HIDE_DIFF,
|
||||
CONFIG_QUEST_HIGH_LEVEL_HIDE_DIFF,
|
||||
|
||||
@@ -819,8 +819,13 @@ TalentsInspecting = 1
|
||||
# 1.5 - 150%
|
||||
# 0 - off (0%)
|
||||
#
|
||||
# CreatureFamilyFleeAssistanceRadius
|
||||
# Radius which creature will use to seek for a near creature for assistance. Creature will flee to this creature.
|
||||
# Default: 30
|
||||
# 0 - off
|
||||
#
|
||||
# CreatureFamilyAssistanceRadius
|
||||
# Creature family assistance radius
|
||||
# Radius which creature will use to call assistance without moving
|
||||
# Default: 10
|
||||
# 0 - off
|
||||
#
|
||||
@@ -828,6 +833,10 @@ TalentsInspecting = 1
|
||||
# Reaction time for creature assistance call
|
||||
# Default: 1500 (1.5s)
|
||||
#
|
||||
# CreatureFamilyFleeDelay
|
||||
# Time during which creature can flee when no assistant found
|
||||
# Default: 7000 (7s)
|
||||
#
|
||||
# WorldBossLevelDiff
|
||||
# Difference for boss dynamic level with target
|
||||
# Default: 3
|
||||
@@ -884,8 +893,10 @@ TalentsInspecting = 1
|
||||
|
||||
ThreatRadius = 60
|
||||
Rate.Creature.Aggro = 1
|
||||
CreatureFamilyFleeAssistanceRadius = 30
|
||||
CreatureFamilyAssistanceRadius = 10
|
||||
CreatureFamilyAssistanceDelay = 1500
|
||||
CreatureFamilyFleeDelay = 7000
|
||||
WorldBossLevelDiff = 3
|
||||
Corpse.Decay.NORMAL = 60
|
||||
Corpse.Decay.RARE = 300
|
||||
|
||||
Reference in New Issue
Block a user