[svn] * Added fleeing and call assistance in script until we move all AI functions to core
--HG-- branch : trunk
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@@ -1644,6 +1644,40 @@ bool Creature::IsVisibleInGridForPlayer(Player* 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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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(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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if(!GetMotionMaster()->empty() && (GetMotionMaster()->GetCurrentMovementGeneratorType() != POINT_MOTION_TYPE))
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GetMotionMaster()->Clear(false);
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if(pCreature == NULL)
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{
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GetMotionMaster()->MoveIdle();
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GetMotionMaster()->MoveFleeing(getVictim());
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}
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else
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{
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GetMotionMaster()->MoveIdle();
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GetMotionMaster()->MovePoint(0,pCreature->GetPositionX(),pCreature->GetPositionY(),pCreature->GetPositionZ());
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}
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}
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void Creature::CallAssistence()
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{
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if( !m_AlreadyCallAssistence && getVictim() && !isPet() && !isCharmed())
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@@ -510,6 +510,7 @@ class MANGOS_DLL_SPEC Creature : public Unit
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void CallAssistence();
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void SetNoCallAssistence(bool val) { m_AlreadyCallAssistence = val; }
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void DoFleeToGetAssistance(float radius = 50);
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MovementGeneratorType GetDefaultMovementType() const { return m_defaultMovementType; }
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void SetDefaultMovementType(MovementGeneratorType mgt) { m_defaultMovementType = mgt; }
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