*Merge.
--HG-- branch : trunk
This commit is contained in:
@@ -1225,7 +1225,7 @@ struct TRINITY_DLL_DECL Mob_EventAI : public ScriptedAI
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void UpdateAI(const uint32 diff)
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{
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//Check if we are in combat (also updates calls threat update code)
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bool Combat = InCombat ? (m_creature->SelectHostilTarget() && m_creature->getVictim()) : false;
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bool Combat = InCombat ? m_creature->SelectHostilTarget() : false;
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//Must return if creature isn't alive. Normally select hostil target and get victim prevent this
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if (!m_creature->isAlive())
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@@ -1233,11 +1233,9 @@ struct TRINITY_DLL_DECL Mob_EventAI : public ScriptedAI
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if (IsFleeing)
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{
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if(TimetoFleeLeft < diff
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|| m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() != POINT_MOTION_TYPE
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&& m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() != FLEEING_MOTION_TYPE)
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if(TimetoFleeLeft < diff)
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{
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m_creature->GetMotionMaster()->Clear(false);
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m_creature->SetControlled(false, UNIT_STAT_FLEEING);
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m_creature->SetNoCallAssistance(false);
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m_creature->CallAssistance();
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if(m_creature->getVictim())
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@@ -149,7 +149,6 @@ struct TRINITY_DLL_DECL npc_dashel_stonefistAI : public ScriptedAI
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//m_creature->CombatStop();
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EnterEvadeMode();
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}
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AttackedBy(done_by);
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}
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void Aggro(Unit *who) {}
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@@ -144,6 +144,12 @@ struct TRINITY_DLL_DECL boss_lajAI : public ScriptedAI
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{
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}
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void JustSummoned(Creature *summon)
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{
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if(summon && m_creature->getVictim())
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summon->AI()->AttackStart(SelectUnit(SELECT_TARGET_RANDOM, 0));
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}
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void UpdateAI(const uint32 diff)
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{
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if( !m_creature->SelectHostilTarget() || !m_creature->getVictim() )
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@@ -38,7 +38,7 @@ 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) : 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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@@ -36,7 +36,7 @@ class TRINITY_DLL_DECL AggressorAI : public CreatureAI
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public:
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AggressorAI(Creature &c);
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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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+18
-14
@@ -336,6 +336,8 @@ bool Creature::UpdateEntry(uint32 Entry, uint32 team, const CreatureData *data )
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SetUInt32Value(UNIT_FIELD_FLAGS,GetCreatureInfo()->unit_flags);
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SetUInt32Value(UNIT_DYNAMIC_FLAGS,GetCreatureInfo()->dynamicflags);
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RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IN_COMBAT);
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SetMeleeDamageSchool(SpellSchools(GetCreatureInfo()->dmgschool));
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SetModifierValue(UNIT_MOD_ARMOR, BASE_VALUE, float(GetCreatureInfo()->armor));
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SetModifierValue(UNIT_MOD_RESISTANCE_HOLY, BASE_VALUE, float(GetCreatureInfo()->resistance1));
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@@ -375,6 +377,12 @@ bool Creature::UpdateEntry(uint32 Entry, uint32 team, const CreatureData *data )
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else
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SetReactState(REACT_AGGRESSIVE);
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if(GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_NO_TAUNT)
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{
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ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_MOD_TAUNT, true);
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ApplySpellImmune(0, IMMUNITY_EFFECT,SPELL_EFFECT_ATTACK_ME, true);
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}
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return true;
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}
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@@ -482,7 +490,7 @@ void Creature::Update(uint32 diff)
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if(!isAlive())
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break;
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if(!IsInEvadeMode())
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if(!IsInEvadeMode() && m_AI_enabled)
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{
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// do not allow the AI to be changed during update
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m_AI_locked = true;
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@@ -599,6 +607,7 @@ bool Creature::AIM_Initialize(CreatureAI* ai)
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i_AI = ai ? ai : FactorySelector::selectAI(this);
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if (oldAI)
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delete oldAI;
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m_AI_enabled = true;
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return true;
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}
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@@ -607,10 +616,13 @@ void Creature::InitPossessedAI()
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if (!isPossessed()) return;
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if (!i_AI_possessed)
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i_AI_possessed = new PossessedAI(*this);
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i_AI_possessed = new PossessedAI(this);
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// Signal the old AI that it's been disabled
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i_AI->OnPossess(true);
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if(!(GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_CHARM_AI))
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m_AI_enabled = false;
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}
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void Creature::DisablePossessedAI()
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@@ -621,6 +633,8 @@ void Creature::DisablePossessedAI()
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// Signal the old AI that it's been re-enabled
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i_AI->OnPossess(false);
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m_AI_enabled = true;
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}
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bool Creature::Create (uint32 guidlow, Map *map, uint32 Entry, uint32 team, const CreatureData *data)
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@@ -1855,22 +1869,12 @@ void Creature::DoFleeToGetAssistance(float radius) // Optional parameter
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return;
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Creature* pCreature = NULL;
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CellPair p(Trinity::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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Trinity::NearestAssistCreatureInCreatureRangeCheck u_check(this,getVictim(),radius);
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Trinity::CreatureLastSearcher<Trinity::NearestAssistCreatureInCreatureRangeCheck> searcher(pCreature, u_check);
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TypeContainerVisitor<Trinity::CreatureLastSearcher<Trinity::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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VisitNearbyGridObject(radius, searcher);
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if(!pCreature)
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GetMotionMaster()->MoveFleeing(getVictim());
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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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@@ -132,6 +132,8 @@ enum CreatureFlagsExtra
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CREATURE_FLAG_EXTRA_NO_XP_AT_KILL = 0x00000040, // creature kill not provide XP
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CREATURE_FLAG_EXTRA_TRIGGER = 0x00000080, // trigger creature
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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_NO_TAUNT = 0x00010000, // cannot be taunted
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};
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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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@@ -676,6 +678,7 @@ class TRINITY_DLL_SPEC Creature : public Unit
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bool m_AlreadyCallAssistance;
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bool m_regenHealth;
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bool m_AI_locked;
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bool m_AI_enabled;
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bool m_isDeadByDefault;
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SpellSchoolMask m_meleeDamageSchoolMask;
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+18
-8
@@ -27,37 +27,47 @@ CreatureAI::~CreatureAI()
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{
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}
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SimpleCharmedAI::SimpleCharmedAI(Unit &u) : me(u)
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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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me->LoadCreaturesAddon();
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me->SetLootRecipient(NULL);
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if(me->isAlive())
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me->GetMotionMaster()->MoveTargetedHome();
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}
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void SimpleCharmedAI::UpdateAI(const uint32 /*diff*/)
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{
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Creature *charmer = (Creature*)me.GetCharmer();
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Creature *charmer = (Creature*)me->GetCharmer();
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//kill self if charm aura has infinite duration
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if(charmer->IsInEvadeMode())
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{
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Unit::AuraList const& auras = me.GetAurasByType(SPELL_AURA_MOD_CHARM);
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Unit::AuraList const& auras = me->GetAurasByType(SPELL_AURA_MOD_CHARM);
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for(Unit::AuraList::const_iterator iter = auras.begin(); iter != auras.end(); ++iter)
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if((*iter)->GetCasterGUID() == charmer->GetGUID() && (*iter)->IsPermanent())
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{
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charmer->Kill(&me);
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charmer->Kill(me);
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return;
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}
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}
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if(!charmer->isInCombat())
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me.GetMotionMaster()->MoveFollow(charmer, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
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me->GetMotionMaster()->MoveFollow(charmer, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
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Unit *target = me.getVictim();
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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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me->GetMotionMaster()->MoveChase(target);
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me->Attack(target, true);
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}
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}
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+10
-9
@@ -72,21 +72,25 @@ 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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};
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class TRINITY_DLL_SPEC SimpleCharmedAI
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class TRINITY_DLL_SPEC SimpleCharmedAI : public UnitAI
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{
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public:
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SimpleCharmedAI(Unit &u);
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virtual void UpdateAI(const uint32 diff);
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private:
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Unit &me;
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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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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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@@ -97,10 +101,10 @@ class TRINITY_DLL_SPEC CreatureAI : public UnitAI
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virtual void AttackStart(Unit *) = 0;
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// Called at stopping attack by any attacker
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virtual void EnterEvadeMode() = 0;
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virtual void EnterEvadeMode();
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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*/) { AttackedBy(done_by); }
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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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@@ -128,9 +132,6 @@ class TRINITY_DLL_SPEC CreatureAI : public UnitAI
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// Called when vitim entered water and creature can not enter water
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virtual bool canReachByRangeAttack(Unit*) { return false; }
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// Called when the creature is attacked
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virtual void AttackedBy(Unit * /*attacker*/) {}
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// Called when creature is spawned or respawned (for reseting variables)
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virtual void JustRespawned() {}
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@@ -27,6 +27,6 @@ inline CreatureAI*
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CreatureAIFactory<REAL_AI>::Create(void *data) const
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{
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Creature* creature = reinterpret_cast<Creature *>(data);
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return (new REAL_AI(*creature));
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return (new REAL_AI(creature));
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}
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#endif
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@@ -41,6 +41,8 @@ namespace AIRegistry
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(new CreatureAIFactory<NullCreatureAI>("NullCreatureAI"))->RegisterSelf();
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(new CreatureAIFactory<AggressorAI>("AggressorAI"))->RegisterSelf();
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(new CreatureAIFactory<ReactorAI>("ReactorAI"))->RegisterSelf();
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(new CreatureAIFactory<PassiveAI>("PassiveAI"))->RegisterSelf();
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(new CreatureAIFactory<CritterAI>("CritterAI"))->RegisterSelf();
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(new CreatureAIFactory<GuardAI>("GuardAI"))->RegisterSelf();
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(new CreatureAIFactory<PetAI>("PetAI"))->RegisterSelf();
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(new CreatureAIFactory<TotemAI>("TotemAI"))->RegisterSelf();
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@@ -65,6 +65,8 @@ namespace FactorySelector
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ai_factory = ai_registry.GetRegistryItem("TotemAI");
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else if(creature->GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_TRIGGER)
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ai_factory = ai_registry.GetRegistryItem("NullCreatureAI");
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else if(creature->GetCreatureType() == CREATURE_TYPE_CRITTER)
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ai_factory = ai_registry.GetRegistryItem("CritterAI");
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||||
}
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|
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// select by permit check
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@@ -91,7 +93,7 @@ namespace FactorySelector
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ainame = (ai_factory == NULL) ? "NullCreatureAI" : ai_factory->key();
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DEBUG_LOG("Creature %u used AI is %s.", creature->GetGUIDLow(), ainame.c_str() );
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return ( ai_factory == NULL ? new NullCreatureAI : ai_factory->Create(creature) );
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return ( ai_factory == NULL ? new NullCreatureAI(creature) : ai_factory->Create(creature) );
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}
|
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|
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MovementGenerator* selectMovementGenerator(Creature *creature)
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||||
|
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@@ -33,7 +33,7 @@ int GuardAI::Permissible(const Creature *creature)
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return PERMIT_BASE_NO;
|
||||
}
|
||||
|
||||
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) : i_creature(*c), i_victimGuid(0), i_state(STATE_NORMAL), i_tracker(TIME_INTERVAL_LOOK)
|
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{
|
||||
}
|
||||
|
||||
|
||||
+1
-1
@@ -36,7 +36,7 @@ class TRINITY_DLL_DECL GuardAI : public CreatureAI
|
||||
|
||||
public:
|
||||
|
||||
GuardAI(Creature &c);
|
||||
GuardAI(Creature *c);
|
||||
|
||||
void MoveInLineOfSight(Unit *);
|
||||
void AttackStart(Unit *);
|
||||
|
||||
@@ -19,7 +19,23 @@
|
||||
*/
|
||||
|
||||
#include "NullCreatureAI.h"
|
||||
#include "Creature.h"
|
||||
|
||||
NullCreatureAI::~NullCreatureAI()
|
||||
void PassiveAI::UpdateAI(const uint32)
|
||||
{
|
||||
if(me->isInCombat() && me->getAttackers().empty())
|
||||
EnterEvadeMode();
|
||||
}
|
||||
|
||||
void CritterAI::DamageTaken(Unit *done_by, uint32 &)
|
||||
{
|
||||
if(!me->hasUnitState(UNIT_STAT_FLEEING))
|
||||
me->SetControlled(true, UNIT_STAT_FLEEING);
|
||||
}
|
||||
|
||||
void CritterAI::EnterEvadeMode()
|
||||
{
|
||||
if(me->hasUnitState(UNIT_STAT_FLEEING))
|
||||
me->SetControlled(false, UNIT_STAT_FLEEING);
|
||||
CreatureAI::EnterEvadeMode();
|
||||
}
|
||||
|
||||
@@ -23,22 +23,36 @@
|
||||
|
||||
#include "CreatureAI.h"
|
||||
|
||||
class TRINITY_DLL_DECL NullCreatureAI : public CreatureAI
|
||||
class TRINITY_DLL_DECL PassiveAI : public CreatureAI
|
||||
{
|
||||
public:
|
||||
|
||||
NullCreatureAI(Creature &) {}
|
||||
NullCreatureAI() {}
|
||||
|
||||
~NullCreatureAI();
|
||||
PassiveAI(Creature *c) : CreatureAI(c) {}
|
||||
~PassiveAI() {}
|
||||
|
||||
void MoveInLineOfSight(Unit *) {}
|
||||
void AttackStart(Unit *) {}
|
||||
void EnterEvadeMode() {}
|
||||
|
||||
bool IsVisible(Unit *) const { return false; }
|
||||
|
||||
void UpdateAI(const uint32) {}
|
||||
void UpdateAI(const uint32);
|
||||
static int Permissible(const Creature *) { return PERMIT_BASE_IDLE; }
|
||||
};
|
||||
|
||||
class TRINITY_DLL_DECL NullCreatureAI : public PassiveAI
|
||||
{
|
||||
public:
|
||||
NullCreatureAI(Creature *c) : PassiveAI(c) {}
|
||||
|
||||
void EnterEvadeMode() {}
|
||||
};
|
||||
|
||||
class TRINITY_DLL_DECL CritterAI : public PassiveAI
|
||||
{
|
||||
public:
|
||||
CritterAI(Creature *c) : PassiveAI(c) {}
|
||||
|
||||
void DamageTaken(Unit *done_by, uint32 & /*damage*/);
|
||||
void EnterEvadeMode();
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
@@ -1187,6 +1187,14 @@ float WorldObject::GetDistance(const float x, const float y, const float z) cons
|
||||
return ( dist > 0 ? dist : 0);
|
||||
}
|
||||
|
||||
float WorldObject::GetDistanceSq(const float &x, const float &y, const float &z) const
|
||||
{
|
||||
float dx = GetPositionX() - x;
|
||||
float dy = GetPositionY() - y;
|
||||
float dz = GetPositionZ() - z;
|
||||
return dx*dx + dy*dy + dz*dz;
|
||||
}
|
||||
|
||||
float WorldObject::GetDistance2d(const WorldObject* obj) const
|
||||
{
|
||||
float dx = GetPositionX() - obj->GetPositionX();
|
||||
|
||||
@@ -437,6 +437,7 @@ class TRINITY_DLL_SPEC WorldObject : public Object
|
||||
|
||||
float GetDistance( const WorldObject* obj ) const;
|
||||
float GetDistance(const float x, const float y, const float z) const;
|
||||
float GetDistanceSq(const float &x, const float &y, const float &z) const;
|
||||
float GetDistance2d(const WorldObject* obj) const;
|
||||
float GetDistance2d(const float x, const float y) const;
|
||||
float GetDistanceZ(const WorldObject* obj) const;
|
||||
|
||||
@@ -25,10 +25,10 @@
|
||||
|
||||
#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
|
||||
|
||||
OutdoorPvPObjectiveAI::OutdoorPvPObjectiveAI(Creature &c) : i_creature(c)
|
||||
OutdoorPvPObjectiveAI::OutdoorPvPObjectiveAI(Creature *c) : i_creature(*c)
|
||||
{
|
||||
sLog.outDebug("OutdoorPvP objective AI assigned to creature guid %u", c.GetGUIDLow());
|
||||
c.SetReactState(REACT_AGGRESSIVE);
|
||||
sLog.outDebug("OutdoorPvP objective AI assigned to creature guid %u", i_creature.GetGUIDLow());
|
||||
i_creature.SetReactState(REACT_AGGRESSIVE);
|
||||
}
|
||||
|
||||
void OutdoorPvPObjectiveAI::MoveInLineOfSight(Unit *u)
|
||||
|
||||
@@ -27,7 +27,7 @@ class TRINITY_DLL_DECL OutdoorPvPObjectiveAI : public CreatureAI
|
||||
{
|
||||
public:
|
||||
|
||||
OutdoorPvPObjectiveAI(Creature &c);
|
||||
OutdoorPvPObjectiveAI(Creature *c);
|
||||
|
||||
void MoveInLineOfSight(Unit *);
|
||||
bool IsVisible(Unit *) const;
|
||||
|
||||
+3
-3
@@ -38,7 +38,7 @@ int PetAI::Permissible(const Creature *creature)
|
||||
return PERMIT_BASE_NO;
|
||||
}
|
||||
|
||||
PetAI::PetAI(Creature &c) : i_pet(c), i_tracker(TIME_INTERVAL_LOOK), inCombat(false)
|
||||
PetAI::PetAI(Creature *c) : i_pet(*c), i_tracker(TIME_INTERVAL_LOOK), inCombat(false)
|
||||
{
|
||||
m_AllySet.clear();
|
||||
UpdateAllies();
|
||||
@@ -339,10 +339,10 @@ void PetAI::UpdateAllies()
|
||||
m_AllySet.insert(owner->GetGUID());
|
||||
}
|
||||
|
||||
void PetAI::AttackedBy(Unit *attacker)
|
||||
/*void PetAI::AttackedBy(Unit *attacker)
|
||||
{
|
||||
//when attacked, fight back in case 1)no victim already AND 2)not set to passive AND 3)not set to stay, unless can it can reach attacker with melee attack anyway
|
||||
if(!i_pet.getVictim() && i_pet.GetCharmInfo() && !i_pet.GetCharmInfo()->HasReactState(REACT_PASSIVE) &&
|
||||
(!i_pet.GetCharmInfo()->HasCommandState(COMMAND_STAY) || i_pet.IsWithinMeleeRange(attacker)))
|
||||
AttackStart(attacker);
|
||||
}
|
||||
}*/
|
||||
|
||||
+1
-3
@@ -31,13 +31,11 @@ class TRINITY_DLL_DECL PetAI : public CreatureAI
|
||||
{
|
||||
public:
|
||||
|
||||
PetAI(Creature &c);
|
||||
PetAI(Creature *c);
|
||||
|
||||
void MoveInLineOfSight(Unit *);
|
||||
void AttackStart(Unit *);
|
||||
void EnterEvadeMode();
|
||||
void DamageTaken(Unit *done_by, uint32& /*damage*/) { AttackedBy(done_by); }
|
||||
void AttackedBy(Unit*);
|
||||
bool IsVisible(Unit *) const;
|
||||
void JustDied(Unit* who) { _stopAttack(); }
|
||||
|
||||
|
||||
@@ -28,7 +28,7 @@ class Creature;
|
||||
class TRINITY_DLL_DECL PossessedAI : public CreatureAI
|
||||
{
|
||||
public:
|
||||
PossessedAI(Creature &c) : i_pet(c), i_victimGuid(0) {}
|
||||
PossessedAI(Creature *c) : i_pet(*c), i_victimGuid(0) {}
|
||||
|
||||
// Possessed creatures shouldn't aggro by themselves
|
||||
void MoveInLineOfSight(Unit *) {}
|
||||
@@ -36,7 +36,6 @@ class TRINITY_DLL_DECL PossessedAI : public CreatureAI
|
||||
void EnterEvadeMode() {}
|
||||
void JustDied(Unit*);
|
||||
void KilledUnit(Unit* victim);
|
||||
void AttackedBy(Unit*) {}
|
||||
bool IsVisible(Unit * u) const { return _isVisible(u); }
|
||||
|
||||
void UpdateAI(const uint32);
|
||||
|
||||
@@ -29,7 +29,7 @@ class TRINITY_DLL_DECL ReactorAI : public CreatureAI
|
||||
{
|
||||
public:
|
||||
|
||||
ReactorAI(Creature &c) : i_creature(c), i_victimGuid(0) {}
|
||||
ReactorAI(Creature *c) : i_creature(*c), i_victimGuid(0) {}
|
||||
|
||||
void MoveInLineOfSight(Unit *);
|
||||
void AttackStart(Unit *);
|
||||
|
||||
+10
-7
@@ -1323,7 +1323,7 @@ void Spell::SearchChainTarget(std::list<Unit*> &TagUnitMap, float max_range, uin
|
||||
|
||||
void Spell::SearchAreaTarget(std::list<Unit*> &TagUnitMap, float radius, const uint32 &type, SpellTargets TargetType, uint32 entry)
|
||||
{
|
||||
float x, y;
|
||||
float x, y, z;
|
||||
if(type == PUSH_DEST_CENTER)
|
||||
{
|
||||
if(!m_targets.HasDest())
|
||||
@@ -1333,11 +1333,7 @@ void Spell::SearchAreaTarget(std::list<Unit*> &TagUnitMap, float radius, const u
|
||||
}
|
||||
x = m_targets.m_destX;
|
||||
y = m_targets.m_destY;
|
||||
}
|
||||
else if(type == PUSH_SELF_CENTER)
|
||||
{
|
||||
x = m_caster->GetPositionX();
|
||||
y = m_caster->GetPositionY();
|
||||
z = m_targets.m_destZ;
|
||||
}
|
||||
else if(type == PUSH_TARGET_CENTER)
|
||||
{
|
||||
@@ -1349,9 +1345,16 @@ void Spell::SearchAreaTarget(std::list<Unit*> &TagUnitMap, float radius, const u
|
||||
}
|
||||
x = target->GetPositionX();
|
||||
y = target->GetPositionY();
|
||||
z = target->GetPositionZ();
|
||||
}
|
||||
else
|
||||
{
|
||||
x = m_caster->GetPositionX();
|
||||
y = m_caster->GetPositionY();
|
||||
z = m_caster->GetPositionZ();
|
||||
}
|
||||
|
||||
Trinity::SpellNotifierCreatureAndPlayer notifier(*this, TagUnitMap, radius, type, TargetType, entry);
|
||||
Trinity::SpellNotifierCreatureAndPlayer notifier(*this, TagUnitMap, radius, type, TargetType, entry, x, y, z);
|
||||
if((m_spellInfo->AttributesEx3 & SPELL_ATTR_EX3_PLAYERS_ONLY)
|
||||
|| TargetType == SPELL_TARGETS_ENTRY && !entry)
|
||||
m_caster->GetMap()->VisitWorld(x, y, radius, notifier);
|
||||
|
||||
+7
-10
@@ -106,7 +106,6 @@ enum SpellNotifyPushType
|
||||
PUSH_IN_FRONT,
|
||||
PUSH_IN_BACK,
|
||||
PUSH_IN_LINE,
|
||||
PUSH_SELF_CENTER,
|
||||
PUSH_DEST_CENTER,
|
||||
PUSH_TARGET_CENTER,
|
||||
};
|
||||
@@ -621,14 +620,16 @@ namespace Trinity
|
||||
std::list<Unit*> *i_data;
|
||||
Spell &i_spell;
|
||||
const uint32& i_push_type;
|
||||
float i_radius;
|
||||
float i_radius, i_radiusSq;
|
||||
SpellTargets i_TargetType;
|
||||
Unit* i_caster;
|
||||
uint32 i_entry;
|
||||
float i_x, i_y, i_z;
|
||||
|
||||
SpellNotifierCreatureAndPlayer(Spell &spell, std::list<Unit*> &data, float radius, const uint32 &type,
|
||||
SpellTargets TargetType = SPELL_TARGETS_ENEMY, uint32 entry = 0)
|
||||
: i_data(&data), i_spell(spell), i_push_type(type), i_radius(radius), i_TargetType(TargetType), i_entry(entry)
|
||||
SpellTargets TargetType = SPELL_TARGETS_ENEMY, uint32 entry = 0, float x = 0, float y = 0, float z = 0)
|
||||
: i_data(&data), i_spell(spell), i_push_type(type), i_radius(radius), i_radiusSq(radius*radius)
|
||||
, i_TargetType(TargetType), i_entry(entry), i_x(x), i_y(y), i_z(z)
|
||||
{
|
||||
i_caster = spell.GetCaster();
|
||||
}
|
||||
@@ -693,12 +694,8 @@ namespace Trinity
|
||||
if(i_caster->isInLine((Unit*)(itr->getSource()), i_radius ))
|
||||
i_data->push_back(itr->getSource());
|
||||
break;
|
||||
case PUSH_SELF_CENTER:
|
||||
if(i_caster->IsWithinDistInMap((Unit*)(itr->getSource()), i_radius))
|
||||
i_data->push_back(itr->getSource());
|
||||
break;
|
||||
case PUSH_DEST_CENTER:
|
||||
if((itr->getSource()->GetDistance(i_spell.m_targets.m_destX, i_spell.m_targets.m_destY, i_spell.m_targets.m_destZ) < i_radius ))
|
||||
default:
|
||||
if((itr->getSource()->GetDistanceSq(i_x, i_y, i_z) < i_radiusSq))
|
||||
i_data->push_back(itr->getSource());
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -503,6 +503,7 @@ bool IsPositiveEffect(uint32 spellId, uint32 effIndex)
|
||||
case 37675: // Chaos Blast
|
||||
case 41519: // Mark of Stormrage
|
||||
case 34877: // Custodian of Time
|
||||
case 34700:
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
@@ -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) : i_totem(static_cast<Totem&>(*c)), i_victimGuid(0)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
+1
-1
@@ -31,7 +31,7 @@ class TRINITY_DLL_DECL TotemAI : public CreatureAI
|
||||
{
|
||||
public:
|
||||
|
||||
TotemAI(Creature &c);
|
||||
TotemAI(Creature *c);
|
||||
|
||||
void MoveInLineOfSight(Unit *);
|
||||
void AttackStart(Unit *);
|
||||
|
||||
+12
-9
@@ -580,9 +580,6 @@ uint32 Unit::DealDamage(Unit *pVictim, uint32 damage, CleanDamage const* cleanDa
|
||||
// no xp,health if type 8 /critters/
|
||||
if ( pVictim->GetCreatureType() == CREATURE_TYPE_CRITTER)
|
||||
{
|
||||
// critters run away when hit
|
||||
pVictim->GetMotionMaster()->MoveFleeing(this);
|
||||
|
||||
// allow loot only if has loot_id in creature_template
|
||||
if(damage >= pVictim->GetHealth())
|
||||
{
|
||||
@@ -841,13 +838,13 @@ uint32 Unit::DealDamage(Unit *pVictim, uint32 damage, CleanDamage const* cleanDa
|
||||
|
||||
if(damagetype != DOT)
|
||||
{
|
||||
if(getVictim())
|
||||
{
|
||||
if(!getVictim())
|
||||
/*{
|
||||
// if have target and damage pVictim just call AI reaction
|
||||
if(pVictim != getVictim() && pVictim->GetTypeId()==TYPEID_UNIT && ((Creature*)pVictim)->AI())
|
||||
((Creature*)pVictim)->AI()->AttackedBy(this);
|
||||
}
|
||||
else
|
||||
else*/
|
||||
{
|
||||
// if not have main target then attack state with target (including AI call)
|
||||
//start melee attacks only after melee hit
|
||||
@@ -7288,8 +7285,8 @@ bool Unit::Attack(Unit *victim, bool meleeAttack)
|
||||
m_attacking = victim;
|
||||
m_attacking->_addAttacker(this);
|
||||
|
||||
if(m_attacking->GetTypeId()==TYPEID_UNIT && ((Creature*)m_attacking)->AI())
|
||||
((Creature*)m_attacking)->AI()->AttackedBy(this);
|
||||
//if(m_attacking->GetTypeId()==TYPEID_UNIT && ((Creature*)m_attacking)->AI())
|
||||
// ((Creature*)m_attacking)->AI()->AttackedBy(this);
|
||||
|
||||
if(GetTypeId()==TYPEID_UNIT)
|
||||
{
|
||||
@@ -9744,6 +9741,10 @@ Unit* Creature::SelectHostilTarget()
|
||||
//next-victim-selection algorithm and evade mode are called
|
||||
//threat list sorting etc.
|
||||
|
||||
//This should not be called by unit who does not have a threatlist
|
||||
//or who does not have threat (totem/pet/critter)
|
||||
//otherwise enterevademode every update
|
||||
|
||||
|
||||
if (!this->isAlive())
|
||||
return false;
|
||||
@@ -9808,7 +9809,7 @@ Unit* Creature::SelectHostilTarget()
|
||||
for(AttackerSet::const_iterator itr = m_attackers.begin(); itr != m_attackers.end(); ++itr)
|
||||
{
|
||||
if( (*itr)->IsInMap(this) && canAttack(*itr) && (*itr)->isInAccessiblePlaceFor((Creature*)this) )
|
||||
return false;
|
||||
return NULL;
|
||||
}
|
||||
}*/
|
||||
|
||||
@@ -12100,6 +12101,8 @@ void Unit::SetFeared(bool apply)
|
||||
Unit::AuraList const& fearAuras = GetAurasByType(SPELL_AURA_MOD_FEAR);
|
||||
if(!fearAuras.empty())
|
||||
caster = ObjectAccessor::GetUnit(*this, fearAuras.front()->GetCasterGUID());
|
||||
if(!caster)
|
||||
caster = getAttackerForHelper();
|
||||
GetMotionMaster()->MoveFleeing(caster); // caster==NULL processed in MoveFleeing
|
||||
}
|
||||
else
|
||||
|
||||
Reference in New Issue
Block a user