*AI structure update.
--HG-- branch : trunk
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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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