*AI structure update.
--HG-- branch : trunk
This commit is contained in:
@@ -38,29 +38,10 @@ AggressorAI::Permissible(const Creature *creature)
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return PERMIT_BASE_NO;
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}
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AggressorAI::AggressorAI(Creature *c) : i_creature(*c), i_victimGuid(0), i_state(STATE_NORMAL), i_tracker(TIME_INTERVAL_LOOK)
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AggressorAI::AggressorAI(Creature *c) : CreatureAI(c), i_creature(*c), 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
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AggressorAI::MoveInLineOfSight(Unit *u)
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{
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if(!i_creature.getVictim() && i_creature.canStartAttack(u))
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AttackStart(u);
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/*
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if(!i_creature.getVictim())
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{
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AttackStart(u);
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}
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else if(sMapStore.LookupEntry(i_creature.GetMapId())->IsDungeon())
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{
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u->SetInCombatWith(&i_creature);
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i_creature.AddThreat(u, 0.0f);
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}
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*/
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}
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void AggressorAI::EnterEvadeMode()
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{
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if( !i_creature.isAlive() )
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@@ -118,7 +99,7 @@ void
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AggressorAI::UpdateAI(const uint32 /*diff*/)
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{
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// update i_victimGuid if i_creature.getVictim() !=0 and changed
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if(!i_creature.SelectHostilTarget() || !i_creature.getVictim())
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if(!UpdateVictim())
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return;
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i_victimGuid = i_creature.getVictim()->GetGUID();
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@@ -132,26 +113,3 @@ AggressorAI::UpdateAI(const uint32 /*diff*/)
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}
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}
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}
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bool
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AggressorAI::IsVisible(Unit *pl) const
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{
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return i_creature.GetDistance(pl) < sWorld.getConfig(CONFIG_SIGHT_MONSTER)
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&& pl->isVisibleForOrDetect(&i_creature,true);
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}
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void
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AggressorAI::AttackStart(Unit *u)
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{
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if( !u )
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return;
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if(i_creature.Attack(u,true))
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{
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i_creature.AddThreat(u, 0.0f);
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// DEBUG_LOG("Creature %s tagged a victim to kill [guid=%u]", i_creature.GetName(), u->GetGUIDLow());
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i_victimGuid = u->GetGUID();
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i_creature.GetMotionMaster()->MoveChase(u);
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}
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}
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@@ -38,10 +38,7 @@ class TRINITY_DLL_DECL AggressorAI : public CreatureAI
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AggressorAI(Creature *c);
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void MoveInLineOfSight(Unit *);
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void AttackStart(Unit *);
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void EnterEvadeMode();
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bool IsVisible(Unit *) const;
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void UpdateAI(const uint32);
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static int Permissible(const Creature *);
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+1
-1
@@ -632,7 +632,7 @@ class TRINITY_DLL_SPEC Creature : public Unit
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bool IsFormationLeader() {return (GetDBTableGUIDLow() && GetDBTableGUIDLow() == m_formationID);}
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uint32 GetFormationID(){return m_formationID;}
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Unit *SelectHostilTarget();
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Unit *SelectVictim();
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protected:
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bool CreateFromProto(uint32 guidlow,uint32 Entry,uint32 team, const CreatureData *data = NULL);
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bool InitEntry(uint32 entry, uint32 team=ALLIANCE, const CreatureData* data=NULL);
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+26
-11
@@ -20,17 +20,39 @@
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#include "CreatureAI.h"
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#include "Creature.h"
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#include "Player.h"
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#include "Pet.h"
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#include "SpellAuras.h"
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CreatureAI::~CreatureAI()
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void UnitAI::AttackStart(Unit *victim)
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{
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if(!victim)
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return;
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if(me->Attack(victim, true))
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{
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//DEBUG_LOG("Creature %s tagged a victim to kill [guid=%u]", me->GetName(), victim->GetGUIDLow());
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me->GetMotionMaster()->MoveChase(victim);
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}
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}
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void CreatureAI::MoveInLineOfSight(Unit *who)
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{
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if(!me->getVictim() && me->canStartAttack(who))
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AttackStart(who);
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}
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bool CreatureAI::UpdateVictim()
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{
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if(!me->isInCombat())
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return false;
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if(Unit *victim = me->SelectVictim())
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AttackStart(victim);
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return me->getVictim();
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}
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void CreatureAI::EnterEvadeMode()
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{
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if(!me) return;
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me->RemoveAllAuras();
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me->DeleteThreatList();
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me->CombatStop();
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@@ -62,12 +84,5 @@ void SimpleCharmedAI::UpdateAI(const uint32 /*diff*/)
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Unit *target = me->getVictim();
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if(!target || !charmer->canAttack(target))
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{
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target = charmer->SelectNearestTarget();
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if(!target)
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return;
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me->GetMotionMaster()->MoveChase(target);
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me->Attack(target, true);
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}
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AttackStart(charmer->SelectNearestTarget());
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}
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+19
-17
@@ -29,6 +29,7 @@
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class Unit;
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class Creature;
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class Player;
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struct SpellEntry;
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#define TIME_INTERVAL_LOOK 5000
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@@ -71,34 +72,41 @@ enum SelectAggroTarget
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class TRINITY_DLL_SPEC UnitAI
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{
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public:
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UnitAI(Unit *u) : me(u) {}
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virtual void UpdateAI(const uint32 diff) = 0;
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protected:
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Unit *me;
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public:
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UnitAI(Unit *u) : me(u) {}
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virtual void AttackStart(Unit *);
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virtual void UpdateAI(const uint32 diff) = 0;
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};
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class TRINITY_DLL_SPEC SimpleCharmedAI : public UnitAI
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class TRINITY_DLL_SPEC PlayerAI : public UnitAI
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{
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protected:
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Player *me;
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public:
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PlayerAI(Player *p) : UnitAI((Unit*)p), me(p) {}
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};
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class TRINITY_DLL_SPEC SimpleCharmedAI : public PlayerAI
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{
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public:
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virtual void UpdateAI(const uint32 diff);
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void UpdateAI(const uint32 diff);
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};
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class TRINITY_DLL_SPEC CreatureAI : public UnitAI
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{
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protected:
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Creature *me;
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bool UpdateVictim();
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public:
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CreatureAI() : UnitAI(NULL), me(NULL) {}
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CreatureAI(Creature *c) : UnitAI((Unit*)c), me(c) {}
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virtual ~CreatureAI();
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virtual ~CreatureAI() {}
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// Called if IsVisible(Unit *who) is true at each *who move
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virtual void MoveInLineOfSight(Unit *) = 0;
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// Called at each attack of m_creature by any victim
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virtual void AttackStart(Unit *) = 0;
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virtual void MoveInLineOfSight(Unit *);
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// Called at stopping attack by any attacker
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virtual void EnterEvadeMode();
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@@ -106,12 +114,6 @@ class TRINITY_DLL_SPEC CreatureAI : public UnitAI
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// Called at any Damage from any attacker (before damage apply)
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virtual void DamageTaken(Unit *done_by, uint32 & /*damage*/) {}
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// Is unit visible for MoveInLineOfSight
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virtual bool IsVisible(Unit *) const = 0;
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// Called at World update tick
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virtual void UpdateAI(const uint32 diff ) = 0;
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// Called when the creature is killed
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virtual void JustDied(Unit *) {}
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+2
-16
@@ -33,7 +33,7 @@ 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) : i_creature(*c), i_victimGuid(0), i_state(STATE_NORMAL), i_tracker(TIME_INTERVAL_LOOK)
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GuardAI::GuardAI(Creature *c) : CreatureAI(c), i_creature(*c), i_victimGuid(0), i_state(STATE_NORMAL), i_tracker(TIME_INTERVAL_LOOK)
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{
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}
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@@ -110,7 +110,7 @@ void GuardAI::EnterEvadeMode()
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void GuardAI::UpdateAI(const uint32 /*diff*/)
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{
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// update i_victimGuid if i_creature.getVictim() !=0 and changed
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if(!i_creature.SelectHostilTarget() || !i_creature.getVictim())
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if(!UpdateVictim())
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return;
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i_victimGuid = i_creature.getVictim()->GetGUID();
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@@ -131,20 +131,6 @@ bool GuardAI::IsVisible(Unit *pl) const
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&& pl->isVisibleForOrDetect(&i_creature,true);
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}
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void GuardAI::AttackStart(Unit *u)
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{
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if( !u )
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return;
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// DEBUG_LOG("Creature %s tagged a victim to kill [guid=%u]", i_creature.GetName(), u->GetGUIDLow());
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if(i_creature.Attack(u,true))
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{
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i_creature.AddThreat(u, 0.0f);
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i_victimGuid = u->GetGUID();
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i_creature.GetMotionMaster()->MoveChase(u);
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}
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}
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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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@@ -39,7 +39,6 @@ class TRINITY_DLL_DECL GuardAI : public CreatureAI
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GuardAI(Creature *c);
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void MoveInLineOfSight(Unit *);
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void AttackStart(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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@@ -32,8 +32,6 @@ class TRINITY_DLL_DECL PassiveAI : public CreatureAI
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void MoveInLineOfSight(Unit *) {}
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void AttackStart(Unit *) {}
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bool IsVisible(Unit *) const { return false; }
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void UpdateAI(const uint32);
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static int Permissible(const Creature *) { return PERMIT_BASE_IDLE; }
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};
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@@ -43,6 +41,7 @@ class TRINITY_DLL_DECL NullCreatureAI : public PassiveAI
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public:
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NullCreatureAI(Creature *c) : PassiveAI(c) {}
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void UpdateAI(const uint32) {}
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void EnterEvadeMode() {}
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};
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@@ -25,18 +25,18 @@
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#define MAX_OUTDOOR_PVP_DISTANCE 200 // the max value in capture point type go data0 is 100 currently, so use twice that much to handle leaving as well
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OutdoorPvPObjectiveAI::OutdoorPvPObjectiveAI(Creature *c) : i_creature(*c)
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OutdoorPvPObjectiveAI::OutdoorPvPObjectiveAI(Creature *c) : NullCreatureAI(c)
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{
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sLog.outDebug("OutdoorPvP objective AI assigned to creature guid %u", i_creature.GetGUIDLow());
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i_creature.SetReactState(REACT_AGGRESSIVE);
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sLog.outDebug("OutdoorPvP objective AI assigned to creature guid %u", me->GetGUIDLow());
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me->SetReactState(REACT_AGGRESSIVE);
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}
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void OutdoorPvPObjectiveAI::MoveInLineOfSight(Unit *u)
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{
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// IsVisible only passes for players in range, so no need to check again
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// leaving/entering distance will be checked based on go range data
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if((u->GetTypeId() == TYPEID_PLAYER) && i_creature.IsWithinDistInMap(u, MAX_OUTDOOR_PVP_DISTANCE))
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sOutdoorPvPMgr.HandleCaptureCreaturePlayerMoveInLos(((Player*)u),&i_creature);
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if((u->GetTypeId() == TYPEID_PLAYER) && me->IsWithinDistInMap(u, MAX_OUTDOOR_PVP_DISTANCE))
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sOutdoorPvPMgr.HandleCaptureCreaturePlayerMoveInLos(((Player*)u), me);
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}
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int OutdoorPvPObjectiveAI::Permissible(const Creature * c)
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@@ -45,22 +45,3 @@ int OutdoorPvPObjectiveAI::Permissible(const Creature * c)
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return PERMIT_BASE_NO;
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}
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bool OutdoorPvPObjectiveAI::IsVisible(Unit *pl) const
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{
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return (pl->GetTypeId() == TYPEID_PLAYER) && (i_creature.GetDistance(pl) < MAX_OUTDOOR_PVP_DISTANCE);
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}
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void OutdoorPvPObjectiveAI::AttackStart(Unit *)
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{
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//EnterEvadeMode();
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}
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void OutdoorPvPObjectiveAI::EnterEvadeMode()
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{
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// i_creature.DeleteThreatList();
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// i_creature.CombatStop();
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}
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void OutdoorPvPObjectiveAI::UpdateAI(const uint32 diff)
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{
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}
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@@ -19,25 +19,17 @@
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#ifndef TRINITY_OUTDOORPVPOBJECTIVEAI_H
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#define TRINITY_OUTDOORPVPOBJECTIVEAI_H
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#include "CreatureAI.h"
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#include "NullCreatureAI.h"
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class Creature;
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class TRINITY_DLL_DECL OutdoorPvPObjectiveAI : public CreatureAI
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class TRINITY_DLL_DECL OutdoorPvPObjectiveAI : public NullCreatureAI
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{
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public:
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OutdoorPvPObjectiveAI(Creature *c);
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void MoveInLineOfSight(Unit *);
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bool IsVisible(Unit *) const;
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void AttackStart(Unit *);
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void EnterEvadeMode();
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void UpdateAI(const uint32 diff);
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static int Permissible(const Creature *);
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private:
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Creature &i_creature;
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};
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#endif
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+1
-13
@@ -38,7 +38,7 @@ int PetAI::Permissible(const Creature *creature)
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return PERMIT_BASE_NO;
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}
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PetAI::PetAI(Creature *c) : i_pet(*c), i_tracker(TIME_INTERVAL_LOOK), inCombat(false)
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PetAI::PetAI(Creature *c) : CreatureAI(c), i_pet(*c), i_tracker(TIME_INTERVAL_LOOK), inCombat(false)
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{
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m_AllySet.clear();
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UpdateAllies();
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@@ -87,11 +87,6 @@ void PetAI::EnterEvadeMode()
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{
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}
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bool PetAI::IsVisible(Unit *pl) const
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{
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return _isVisible(pl);
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}
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bool PetAI::_needToStop() const
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{
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// This is needed for charmed creatures, as once their target was reset other effects can trigger threat
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@@ -291,13 +286,6 @@ void PetAI::UpdateAI(const uint32 diff)
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}
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}
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bool PetAI::_isVisible(Unit *u) const
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{
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//return false; //( ((Creature*)&i_pet)->GetDistanceSq(u) * 1.0<= sWorld.getConfig(CONFIG_SIGHT_GUARDER) && !u->m_stealth && u->isAlive());
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return i_pet.GetDistance(u) < sWorld.getConfig(CONFIG_SIGHT_GUARDER)
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&& u->isVisibleForOrDetect(&i_pet,true);
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}
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void PetAI::UpdateAllies()
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{
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Unit* owner = i_pet.GetCharmerOrOwner();
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@@ -36,7 +36,6 @@ class TRINITY_DLL_DECL PetAI : public CreatureAI
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void MoveInLineOfSight(Unit *);
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void AttackStart(Unit *);
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void EnterEvadeMode();
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bool IsVisible(Unit *) const;
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void JustDied(Unit* who) { _stopAttack(); }
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void UpdateAI(const uint32);
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@@ -107,12 +107,6 @@ void PossessedAI::UpdateAI(const uint32 diff)
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}
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}
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bool PossessedAI::_isVisible(Unit *u) const
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{
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return i_pet.GetDistance(u) < sWorld.getConfig(CONFIG_SIGHT_MONSTER)
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&& u->isVisibleForOrDetect(&i_pet,true);
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}
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void PossessedAI::JustDied(Unit *u)
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{
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// We died while possessed, disable our loot
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@@ -28,7 +28,7 @@ class Creature;
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class TRINITY_DLL_DECL PossessedAI : public CreatureAI
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{
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public:
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PossessedAI(Creature *c) : i_pet(*c), i_victimGuid(0) {}
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PossessedAI(Creature *c) : CreatureAI(c), i_pet(*c), i_victimGuid(0) {}
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// Possessed creatures shouldn't aggro by themselves
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void MoveInLineOfSight(Unit *) {}
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@@ -36,7 +36,6 @@ class TRINITY_DLL_DECL PossessedAI : public CreatureAI
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void EnterEvadeMode() {}
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void JustDied(Unit*);
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void KilledUnit(Unit* victim);
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bool IsVisible(Unit * u) const { return _isVisible(u); }
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void UpdateAI(const uint32);
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// Never permit this to be used, it must always be initialized with Creature::InitPossessedAI()
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+1
-17
@@ -41,22 +41,6 @@ ReactorAI::MoveInLineOfSight(Unit *)
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{
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}
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void
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ReactorAI::AttackStart(Unit *p)
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{
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if(!p)
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return;
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if(i_creature.Attack(p,true))
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{
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DEBUG_LOG("Tag unit GUID: %u (TypeId: %u) as a victim", p->GetGUIDLow(), p->GetTypeId());
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i_creature.AddThreat(p, 0.0f);
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i_victimGuid = p->GetGUID();
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i_creature.GetMotionMaster()->MoveChase(p);
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}
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||||
}
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bool
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||||
ReactorAI::IsVisible(Unit *) const
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{
|
||||
@@ -67,7 +51,7 @@ void
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ReactorAI::UpdateAI(const uint32 /*time_diff*/)
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||||
{
|
||||
// update i_victimGuid if i_creature.getVictim() !=0 and changed
|
||||
if(!i_creature.SelectHostilTarget() || !i_creature.getVictim())
|
||||
if(!UpdateVictim())
|
||||
return;
|
||||
|
||||
i_victimGuid = i_creature.getVictim()->GetGUID();
|
||||
|
||||
@@ -29,10 +29,9 @@ class TRINITY_DLL_DECL ReactorAI : public CreatureAI
|
||||
{
|
||||
public:
|
||||
|
||||
ReactorAI(Creature *c) : i_creature(*c), i_victimGuid(0) {}
|
||||
ReactorAI(Creature *c) : CreatureAI(c), i_creature(*c), i_victimGuid(0) {}
|
||||
|
||||
void MoveInLineOfSight(Unit *);
|
||||
void AttackStart(Unit *);
|
||||
void EnterEvadeMode();
|
||||
bool IsVisible(Unit *) const;
|
||||
|
||||
|
||||
@@ -40,7 +40,7 @@ TotemAI::Permissible(const Creature *creature)
|
||||
return PERMIT_BASE_NO;
|
||||
}
|
||||
|
||||
TotemAI::TotemAI(Creature *c) : i_totem(static_cast<Totem&>(*c)), i_victimGuid(0)
|
||||
TotemAI::TotemAI(Creature *c) : CreatureAI(c), i_totem(static_cast<Totem&>(*c)), i_victimGuid(0)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
+8
-19
@@ -8208,6 +8208,7 @@ bool Unit::Attack(Unit *victim, bool meleeAttack)
|
||||
SetInCombatWith(victim);
|
||||
if(victim->GetTypeId() == TYPEID_PLAYER)
|
||||
victim->SetInCombatWith(this);
|
||||
AddThreat(victim, 0.0f);
|
||||
}
|
||||
|
||||
// delay offhand weapon attack to next attack time
|
||||
@@ -10408,7 +10409,7 @@ void Unit::TauntFadeOut(Unit *taunter)
|
||||
|
||||
//======================================================================
|
||||
|
||||
Unit* Creature::SelectHostilTarget()
|
||||
Unit* Creature::SelectVictim()
|
||||
{
|
||||
//function provides main threat functionality
|
||||
//next-victim-selection algorithm and evade mode are called
|
||||
@@ -10420,10 +10421,6 @@ Unit* Creature::SelectHostilTarget()
|
||||
|
||||
Unit* target = NULL;
|
||||
|
||||
//This function only useful once AI has been initialized
|
||||
if (!AI())
|
||||
return NULL;
|
||||
|
||||
if(!m_ThreatManager.isThreatListEmpty())
|
||||
{
|
||||
if(!HasAuraType(SPELL_AURA_MOD_TAUNT))
|
||||
@@ -10438,18 +10435,15 @@ Unit* Creature::SelectHostilTarget()
|
||||
{
|
||||
if(!hasUnitState(UNIT_STAT_STUNNED))
|
||||
SetInFront(target);
|
||||
AI()->AttackStart(target);
|
||||
return getVictim();
|
||||
return target;
|
||||
}
|
||||
|
||||
// no target but something prevent go to evade mode
|
||||
if( !isInCombat() /*|| HasAuraType(SPELL_AURA_MOD_TAUNT)*/ )
|
||||
return NULL;
|
||||
|
||||
// last case when creature don't must go to evade mode:
|
||||
// it in combat but attacker not make any damage and not enter to aggro radius to have record in threat list
|
||||
// for example at owner command to pet attack some far away creature
|
||||
// Note: creature not have targeted movement generator but have attacker in this case
|
||||
if(m_attackers.size())
|
||||
return NULL;
|
||||
/*if( GetMotionMaster()->GetCurrentMovementGeneratorType() != TARGETED_MOTION_TYPE )
|
||||
{
|
||||
for(AttackerSet::const_iterator itr = m_attackers.begin(); itr != m_attackers.end(); ++itr)
|
||||
@@ -10462,14 +10456,9 @@ Unit* Creature::SelectHostilTarget()
|
||||
// search nearby enemy before enter evade mode
|
||||
if(HasReactState(REACT_AGGRESSIVE))
|
||||
{
|
||||
if(target = SelectNearestTarget())
|
||||
{
|
||||
if(!IsOutOfThreatArea(target))
|
||||
{
|
||||
AI()->AttackStart(target);
|
||||
return getVictim();
|
||||
}
|
||||
}
|
||||
target = SelectNearestTarget();
|
||||
if(target && !IsOutOfThreatArea(target))
|
||||
return target;
|
||||
}
|
||||
|
||||
if(m_invisibilityMask)
|
||||
|
||||
@@ -1238,7 +1238,6 @@ class TRINITY_DLL_SPEC Unit : public WorldObject
|
||||
void AddThreat(Unit* pVictim, float threat, SpellSchoolMask schoolMask = SPELL_SCHOOL_MASK_NORMAL, SpellEntry const *threatSpell = NULL);
|
||||
float ApplyTotalThreatModifier(float threat, SpellSchoolMask schoolMask = SPELL_SCHOOL_MASK_NORMAL);
|
||||
void DeleteThreatList();
|
||||
//bool SelectHostilTarget();
|
||||
void TauntApply(Unit* pVictim);
|
||||
void TauntFadeOut(Unit *taunter);
|
||||
ThreatManager& getThreatManager() { return m_ThreatManager; }
|
||||
|
||||
Reference in New Issue
Block a user