Core/GuardAI: Guards don't evade if the target casts Vanish and also can detect players with Feign Death.
Core/Scripts: Moved scripts from ScriptedGuardAI to guards.cpp Core/Creature: Removed custom npcflags UNIT_NPC_FLAG_GUARD (now moved to flag_extras) and UNIT_NPC_FLAG_OUTDOORPVP (not used) Thanks to Kaelima, Xanadu, Shauren and linencloth. Signed-off-by: Manuel Carrasco <[email protected]>
This commit is contained in:
@@ -23,7 +23,7 @@
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#include "World.h"
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#include "CreatureAIImpl.h"
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int GuardAI::Permissible(const Creature *creature)
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int GuardAI::Permissible(const Creature* creature)
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{
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if (creature->isGuard())
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return PERMIT_BASE_SPECIAL;
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@@ -31,25 +31,42 @@ 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) : CreatureAI(c), i_victimGuid(0), i_state(STATE_NORMAL), i_tracker(TIME_INTERVAL_LOOK)
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GuardAI::GuardAI(Creature* creature) : ScriptedAI(creature), i_victimGuid(0), i_state(STATE_NORMAL), i_tracker(TIME_INTERVAL_LOOK)
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{
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}
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void GuardAI::MoveInLineOfSight(Unit *u)
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bool GuardAI::CanSeeAlways(WorldObject const* obj)
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{
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if (!obj->isType(TYPEMASK_UNIT))
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return false;
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std::list<HostileReference *> t_list = me->getThreatManager().getThreatList();
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for (std::list<HostileReference *>::const_iterator itr = t_list.begin(); itr!= t_list.end(); ++itr)
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{
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if (Unit* unit = Unit::GetUnit(*me, (*itr)->getUnitGuid()))
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if (unit == obj)
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return true;
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}
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return false;
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}
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void GuardAI::MoveInLineOfSight(Unit* unit)
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{
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// Ignore Z for flying creatures
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if (!me->canFly() && me->GetDistanceZ(u) > CREATURE_Z_ATTACK_RANGE)
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if (!me->canFly() && me->GetDistanceZ(unit) > CREATURE_Z_ATTACK_RANGE)
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return;
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if (!me->getVictim() && me->canAttack(u) &&
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(u->IsHostileToPlayers() || me->IsHostileTo(u) /*|| u->getVictim() && me->IsFriendlyTo(u->getVictim())*/) &&
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u->isInAccessiblePlaceFor(me))
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if (!me->getVictim() && me->canAttack(unit) &&
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(unit->IsHostileToPlayers() || me->IsHostileTo(unit) /*|| u->getVictim() && me->IsFriendlyTo(u->getVictim())*/) &&
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unit->isInAccessiblePlaceFor(me))
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{
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float attackRadius = me->GetAttackDistance(u);
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if (me->IsWithinDistInMap(u,attackRadius))
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float attackRadius = me->GetAttackDistance(unit);
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if (me->IsWithinDistInMap(unit,attackRadius))
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{
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//Need add code to let guard support player
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AttackStart(u);
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AttackStart(unit);
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//u->RemoveAurasByType(SPELL_AURA_MOD_STEALTH);
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}
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}
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@@ -122,13 +139,8 @@ void GuardAI::UpdateAI(const uint32 /*diff*/)
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}
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}
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bool GuardAI::IsVisible(Unit *pl) const
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{
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return me->IsWithinDist(pl,sWorld->getFloatConfig(CONFIG_SIGHT_GUARDER))
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&& me->canSeeOrDetect(pl);
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}
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void GuardAI::JustDied(Unit *killer)
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void GuardAI::JustDied(Unit* killer)
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{
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if (Player* pkiller = killer->GetCharmerOrOwnerPlayerOrPlayerItself())
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me->SendZoneUnderAttackMessage(pkiller);
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@@ -19,12 +19,12 @@
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#ifndef TRINITY_GUARDAI_H
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#define TRINITY_GUARDAI_H
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#include "CreatureAI.h"
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#include "ScriptedCreature.h"
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#include "Timer.h"
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class Creature;
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class GuardAI : public CreatureAI
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class GuardAI : public ScriptedAI
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{
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enum GuardState
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{
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@@ -39,7 +39,7 @@ class GuardAI : public CreatureAI
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void MoveInLineOfSight(Unit *);
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void EnterEvadeMode();
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void JustDied(Unit *);
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bool IsVisible(Unit *) const;
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bool CanSeeAlways(WorldObject const* obj);
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void UpdateAI(const uint32);
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static int Permissible(const Creature *);
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@@ -168,6 +168,7 @@ class CreatureAI : public UnitAI
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virtual void PassengerBoarded(Unit * /*who*/, int8 /*seatId*/, bool /*apply*/) {}
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virtual bool CanSeeAlways(WorldObject const* obj) {return false;}
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protected:
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virtual void MoveInLineOfSight(Unit *);
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@@ -1,198 +0,0 @@
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/*
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* Copyright (C) 2008-2011 TrinityCore <http://www.trinitycore.org/>
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* Copyright (C) 2006-2009 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/* ScriptData
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SDName: Guard_AI
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SD%Complete: 90
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SDComment:
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SDCategory: Guards
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EndScriptData */
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#include "ScriptPCH.h"
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#include "ScriptedGuardAI.h"
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// **** This script is for use within every single guard to save coding time ****
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#define GENERIC_CREATURE_COOLDOWN 5000
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#define SAY_GUARD_SIL_AGGRO1 -1070001
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#define SAY_GUARD_SIL_AGGRO2 -1070002
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#define SAY_GUARD_SIL_AGGRO3 -1070003
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guardAI::guardAI(Creature* pCreature) : ScriptedAI(pCreature),
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GlobalCooldown(0),
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BuffTimer(0)
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{}
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void guardAI::Reset()
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{
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GlobalCooldown = 0;
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BuffTimer = 0; //Rebuff as soon as we can
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}
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void guardAI::EnterCombat(Unit *who)
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{
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if (me->GetEntry() == 15184)
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DoScriptText(RAND(SAY_GUARD_SIL_AGGRO1,SAY_GUARD_SIL_AGGRO2,SAY_GUARD_SIL_AGGRO3), me, who);
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if (SpellEntry const *spell = me->reachWithSpellAttack(who))
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DoCastSpell(who, spell);
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}
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void guardAI::JustDied(Unit *Killer)
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{
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//Send Zone Under Attack message to the LocalDefense and WorldDefense Channels
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if (Player* pKiller = Killer->GetCharmerOrOwnerPlayerOrPlayerItself())
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me->SendZoneUnderAttackMessage(pKiller);
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}
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void guardAI::UpdateAI(const uint32 diff)
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{
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//Always decrease our global cooldown first
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if (GlobalCooldown > diff)
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GlobalCooldown -= diff;
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else GlobalCooldown = 0;
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//Buff timer (only buff when we are alive and not in combat
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if (me->isAlive() && !me->isInCombat())
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{
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if (BuffTimer <= diff)
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{
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//Find a spell that targets friendly and applies an aura (these are generally buffs)
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SpellEntry const *info = SelectSpell(me, 0, 0, SELECT_TARGET_ANY_FRIEND, 0, 0, 0, 0, SELECT_EFFECT_AURA);
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if (info && !GlobalCooldown)
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{
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//Cast the buff spell
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DoCastSpell(me, info);
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//Set our global cooldown
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GlobalCooldown = GENERIC_CREATURE_COOLDOWN;
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//Set our timer to 10 minutes before rebuff
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BuffTimer = 600000;
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} //Try again in 30 seconds
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else BuffTimer = 30000;
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} else BuffTimer -= diff;
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}
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//Return since we have no target
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if (!UpdateVictim())
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return;
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// Make sure our attack is ready and we arn't currently casting
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if (me->isAttackReady() && !me->IsNonMeleeSpellCasted(false))
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{
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//If we are within range melee the target
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if (me->IsWithinMeleeRange(me->getVictim()))
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{
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bool Healing = false;
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SpellEntry const *info = NULL;
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//Select a healing spell if less than 30% hp
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if (HealthBelowPct(30))
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info = SelectSpell(me, 0, 0, SELECT_TARGET_ANY_FRIEND, 0, 0, 0, 0, SELECT_EFFECT_HEALING);
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//No healing spell available, select a hostile spell
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if (info) Healing = true;
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else info = SelectSpell(me->getVictim(), 0, 0, SELECT_TARGET_ANY_ENEMY, 0, 0, 0, 0, SELECT_EFFECT_DONTCARE);
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//20% chance to replace our white hit with a spell
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if (info && rand() % 5 == 0 && !GlobalCooldown)
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{
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//Cast the spell
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if (Healing)DoCastSpell(me, info);
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else DoCastSpell(me->getVictim(), info);
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//Set our global cooldown
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GlobalCooldown = GENERIC_CREATURE_COOLDOWN;
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}
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else me->AttackerStateUpdate(me->getVictim());
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me->resetAttackTimer();
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}
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}
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else
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{
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//Only run this code if we arn't already casting
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if (!me->IsNonMeleeSpellCasted(false))
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{
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bool Healing = false;
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SpellEntry const *info = NULL;
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//Select a healing spell if less than 30% hp ONLY 33% of the time
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if (HealthBelowPct(30) && rand() % 3 == 0)
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info = SelectSpell(me, 0, 0, SELECT_TARGET_ANY_FRIEND, 0, 0, 0, 0, SELECT_EFFECT_HEALING);
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//No healing spell available, See if we can cast a ranged spell (Range must be greater than ATTACK_DISTANCE)
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if (info) Healing = true;
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else info = SelectSpell(me->getVictim(), 0, 0, SELECT_TARGET_ANY_ENEMY, 0, 0, NOMINAL_MELEE_RANGE, 0, SELECT_EFFECT_DONTCARE);
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//Found a spell, check if we arn't on cooldown
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if (info && !GlobalCooldown)
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{
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//If we are currently moving stop us and set the movement generator
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if ((*me).GetMotionMaster()->GetCurrentMovementGeneratorType() != IDLE_MOTION_TYPE)
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{
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(*me).GetMotionMaster()->Clear(false);
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(*me).GetMotionMaster()->MoveIdle();
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}
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//Cast spell
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if (Healing) DoCastSpell(me,info);
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else DoCastSpell(me->getVictim(),info);
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//Set our global cooldown
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GlobalCooldown = GENERIC_CREATURE_COOLDOWN;
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} //If no spells available and we arn't moving run to target
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else if ((*me).GetMotionMaster()->GetCurrentMovementGeneratorType() != TARGETED_MOTION_TYPE)
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{
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//Cancel our current spell and then mutate new movement generator
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me->InterruptNonMeleeSpells(false);
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(*me).GetMotionMaster()->Clear(false);
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(*me).GetMotionMaster()->MoveChase(me->getVictim());
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}
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}
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}
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}
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void guardAI::DoReplyToTextEmote(uint32 em)
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{
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switch(em)
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{
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case TEXTEMOTE_KISS: me->HandleEmoteCommand(EMOTE_ONESHOT_BOW); break;
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case TEXTEMOTE_WAVE: me->HandleEmoteCommand(EMOTE_ONESHOT_WAVE); break;
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case TEXTEMOTE_SALUTE: me->HandleEmoteCommand(EMOTE_ONESHOT_SALUTE); break;
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case TEXTEMOTE_SHY: me->HandleEmoteCommand(EMOTE_ONESHOT_FLEX); break;
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case TEXTEMOTE_RUDE:
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case TEXTEMOTE_CHICKEN: me->HandleEmoteCommand(EMOTE_ONESHOT_POINT); break;
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}
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}
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void guardAI_orgrimmar::ReceiveEmote(Player* pPlayer, uint32 text_emote)
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{
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if (pPlayer->GetTeam() == HORDE)
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DoReplyToTextEmote(text_emote);
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}
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void guardAI_stormwind::ReceiveEmote(Player* pPlayer, uint32 text_emote)
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{
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if (pPlayer->GetTeam() == ALLIANCE)
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DoReplyToTextEmote(text_emote);
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}
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@@ -1,45 +0,0 @@
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/* Copyright (C) 2006 - 2009 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
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* This program is free software licensed under GPL version 2
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* Please see the included DOCS/LICENSE.TXT for more information */
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#ifndef SC_GUARDAI_H
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#define SC_GUARDAI_H
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#define GENERIC_CREATURE_COOLDOWN 5000
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struct guardAI : public ScriptedAI
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{
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public:
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explicit guardAI(Creature* pCreature);
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~guardAI() {}
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uint32 GlobalCooldown; //This variable acts like the global cooldown that players have (1.5 seconds)
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uint32 BuffTimer; //This variable keeps track of buffs
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void Reset();
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void EnterCombat(Unit * /*who*/);
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void JustDied(Unit *Killer);
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void UpdateAI(const uint32 diff);
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//common used for guards in main cities
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void DoReplyToTextEmote(uint32 em);
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};
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struct guardAI_orgrimmar : public guardAI
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{
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guardAI_orgrimmar(Creature *c) : guardAI(c) {}
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void ReceiveEmote(Player *player, uint32 text_emote);
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};
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struct guardAI_stormwind : public guardAI
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{
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guardAI_stormwind(Creature *c) : guardAI(c) {}
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void ReceiveEmote(Player *player, uint32 text_emote);
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};
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#endif
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@@ -1421,6 +1421,17 @@ bool Creature::isVisibleForInState(WorldObject const* seer) const
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return false;
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}
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bool Creature::canSeeAlways(WorldObject const* obj) const
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{
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if (Unit::canSeeAlways(obj))
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return true;
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if (IsAIEnabled && AI()->CanSeeAlways(obj))
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return true;
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return false;
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}
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bool Creature::canStartAttack(Unit const* who, bool force) const
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{
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if (isCivilian())
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@@ -1960,10 +1971,18 @@ bool Creature::_IsTargetAcceptable(const Unit *target) const
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// if the target cannot be attacked, the target is not acceptable
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if (IsFriendlyTo(target)
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|| !target->isAttackableByAOE()
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|| target->HasUnitState(UNIT_STAT_DIED)
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|| (m_vehicle && (IsOnVehicle(target) || m_vehicle->GetBase()->IsOnVehicle(target))))
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return false;
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if (target->HasUnitState(UNIT_STAT_DIED))
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{
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// guards can detect fake death
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if (isGuard() && target->HasFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_FEIGN_DEATH))
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return true;
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else
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return false;
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}
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const Unit *myVictim = getAttackerForHelper();
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const Unit *targetVictim = target->getAttackerForHelper();
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@@ -49,7 +49,7 @@ enum CreatureFlagsExtra
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CREATURE_FLAG_EXTRA_TRIGGER = 0x00000080, // trigger creature
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CREATURE_FLAG_EXTRA_NO_TAUNT = 0x00000100, // creature is immune to taunt auras and effect attack me
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CREATURE_FLAG_EXTRA_WORLDEVENT = 0x00004000, // custom flag for world event creatures (left room for merging)
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//CREATURE_FLAG_EXTRA_CHARM_AI = 0x00008000, // use ai when charmed
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CREATURE_FLAG_EXTRA_GUARD = 0x00008000, // Creature is guard
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CREATURE_FLAG_EXTRA_NO_CRIT = 0x00020000, // creature can't do critical strikes
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CREATURE_FLAG_EXTRA_NO_SKILLGAIN = 0x00040000, // creature won't increase weapon skills
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CREATURE_FLAG_EXTRA_TAUNT_DIMINISH = 0x00080000, // Taunt is a subject to diminishing returns on this creautre
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@@ -61,7 +61,8 @@ enum CreatureFlagsExtra
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CREATURE_FLAG_EXTRA_NO_PARRY | CREATURE_FLAG_EXTRA_NO_PARRY_HASTEN | CREATURE_FLAG_EXTRA_NO_BLOCK | \
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CREATURE_FLAG_EXTRA_NO_CRUSH | CREATURE_FLAG_EXTRA_NO_XP_AT_KILL | CREATURE_FLAG_EXTRA_TRIGGER | \
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CREATURE_FLAG_EXTRA_NO_TAUNT | CREATURE_FLAG_EXTRA_WORLDEVENT | CREATURE_FLAG_EXTRA_NO_CRIT | \
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CREATURE_FLAG_EXTRA_NO_SKILLGAIN | CREATURE_FLAG_EXTRA_TAUNT_DIMINISH | CREATURE_FLAG_EXTRA_ALL_DIMINISH)
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CREATURE_FLAG_EXTRA_NO_SKILLGAIN | CREATURE_FLAG_EXTRA_TAUNT_DIMINISH | CREATURE_FLAG_EXTRA_ALL_DIMINISH | \
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CREATURE_FLAG_EXTRA_GUARD)
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// GCC have alternative #pragma pack(N) syntax and old gcc version not support pack(push,N), also any gcc version not support it at some platform
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#if defined(__GNUC__)
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@@ -435,6 +436,7 @@ class Creature : public Unit, public GridObject<Creature>
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bool isRacialLeader() const { return GetCreatureInfo()->RacialLeader; }
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bool isCivilian() const { return GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_CIVILIAN; }
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bool isTrigger() const { return GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_TRIGGER; }
|
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bool isGuard() const { return GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_GUARD; }
|
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bool canWalk() const { return GetCreatureInfo()->InhabitType & INHABIT_GROUND; }
|
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bool canSwim() const { return GetCreatureInfo()->InhabitType & INHABIT_WATER; }
|
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//bool canFly() const { return GetCreatureInfo()->InhabitType & INHABIT_AIR; }
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@@ -729,6 +731,7 @@ class Creature : public Unit, public GridObject<Creature>
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uint32 guid_transport;
|
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|
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bool isVisibleForInState(WorldObject const* seer) const;
|
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bool canSeeAlways(WorldObject const* obj) const;
|
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private:
|
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//WaypointMovementGenerator vars
|
||||
uint32 m_waypointID;
|
||||
|
||||
@@ -529,7 +529,7 @@ void Object::_BuildValuesUpdate(uint8 updatetype, ByteBuffer * data, UpdateMask
|
||||
if (index == UNIT_NPC_FLAGS)
|
||||
{
|
||||
// remove custom flag before sending
|
||||
uint32 appendValue = m_uint32Values[ index ] & ~(UNIT_NPC_FLAG_GUARD + UNIT_NPC_FLAG_OUTDOORPVP);
|
||||
uint32 appendValue = m_uint32Values[ index ];
|
||||
|
||||
if (GetTypeId() == TYPEID_UNIT)
|
||||
{
|
||||
|
||||
@@ -11879,9 +11879,19 @@ bool Unit::canAttack(Unit const* target, bool force) const
|
||||
else if (!IsHostileTo(target))
|
||||
return false;
|
||||
|
||||
if (!target->isAttackableByAOE() || target->HasUnitState(UNIT_STAT_DIED))
|
||||
if (!target->isAttackableByAOE())
|
||||
return false;
|
||||
|
||||
if (target->HasUnitState(UNIT_STAT_DIED))
|
||||
{
|
||||
if (!ToCreature() || !ToCreature()->isGuard())
|
||||
return false;
|
||||
|
||||
// guards can detect fake death
|
||||
if (!target->HasFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_FEIGN_DEATH))
|
||||
return false;
|
||||
}
|
||||
|
||||
if (m_vehicle)
|
||||
if (IsOnVehicle(target) || m_vehicle->GetBase()->IsOnVehicle(target))
|
||||
return false;
|
||||
|
||||
@@ -624,8 +624,6 @@ enum NPCFlags
|
||||
UNIT_NPC_FLAG_GUILD_BANKER = 0x00800000, // cause client to send 997 opcode
|
||||
UNIT_NPC_FLAG_SPELLCLICK = 0x01000000, // cause client to send 1015 opcode (spell click), dynamic, set at loading and don't must be set in DB
|
||||
UNIT_NPC_FLAG_PLAYER_VEHICLE = 0x02000000, // players with mounts that have vehicle data should have it set
|
||||
UNIT_NPC_FLAG_GUARD = 0x10000000, // custom flag for guards
|
||||
UNIT_NPC_FLAG_OUTDOORPVP = 0x20000000, // custom flag for outdoor pvp creatures
|
||||
};
|
||||
|
||||
enum MovementFlags
|
||||
@@ -1422,14 +1420,11 @@ class Unit : public WorldObject
|
||||
return HasFlag(UNIT_NPC_FLAGS,
|
||||
UNIT_NPC_FLAG_VENDOR | UNIT_NPC_FLAG_TRAINER | UNIT_NPC_FLAG_FLIGHTMASTER |
|
||||
UNIT_NPC_FLAG_PETITIONER | UNIT_NPC_FLAG_BATTLEMASTER | UNIT_NPC_FLAG_BANKER |
|
||||
UNIT_NPC_FLAG_INNKEEPER | UNIT_NPC_FLAG_GUARD | UNIT_NPC_FLAG_SPIRITHEALER |
|
||||
UNIT_NPC_FLAG_INNKEEPER | UNIT_NPC_FLAG_SPIRITHEALER |
|
||||
UNIT_NPC_FLAG_SPIRITGUIDE | UNIT_NPC_FLAG_TABARDDESIGNER | UNIT_NPC_FLAG_AUCTIONEER);
|
||||
}
|
||||
bool isSpiritService() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPIRITHEALER | UNIT_NPC_FLAG_SPIRITGUIDE); }
|
||||
|
||||
//Need fix or use this
|
||||
bool isGuard() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GUARD); }
|
||||
|
||||
bool isInFlight() const { return HasUnitState(UNIT_STAT_IN_FLIGHT); }
|
||||
|
||||
bool isInCombat() const { return HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IN_COMBAT); }
|
||||
|
||||
@@ -321,7 +321,7 @@ void WorldSession::HandleGossipHelloOpcode(WorldPacket & recv_data)
|
||||
//if (GetPlayer()->HasUnitState(UNIT_STAT_DIED))
|
||||
// GetPlayer()->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH);
|
||||
|
||||
if (unit->isArmorer() || unit->isCivilian() || unit->isQuestGiver() || unit->isServiceProvider())
|
||||
if (unit->isArmorer() || unit->isCivilian() || unit->isQuestGiver() || unit->isServiceProvider() || unit->isGuard())
|
||||
{
|
||||
unit->StopMoving();
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user