--HG--
branch : trunk
This commit is contained in:
megamage
2009-01-29 19:35:49 -06:00
30 changed files with 158 additions and 93 deletions
@@ -1225,7 +1225,7 @@ struct TRINITY_DLL_DECL Mob_EventAI : public ScriptedAI
void UpdateAI(const uint32 diff)
{
//Check if we are in combat (also updates calls threat update code)
bool Combat = InCombat ? (m_creature->SelectHostilTarget() && m_creature->getVictim()) : false;
bool Combat = InCombat ? m_creature->SelectHostilTarget() : false;
//Must return if creature isn't alive. Normally select hostil target and get victim prevent this
if (!m_creature->isAlive())
@@ -1233,11 +1233,9 @@ struct TRINITY_DLL_DECL Mob_EventAI : public ScriptedAI
if (IsFleeing)
{
if(TimetoFleeLeft < diff
|| m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() != POINT_MOTION_TYPE
&& m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() != FLEEING_MOTION_TYPE)
if(TimetoFleeLeft < diff)
{
m_creature->GetMotionMaster()->Clear(false);
m_creature->SetControlled(false, UNIT_STAT_FLEEING);
m_creature->SetNoCallAssistance(false);
m_creature->CallAssistance();
if(m_creature->getVictim())
@@ -149,7 +149,6 @@ struct TRINITY_DLL_DECL npc_dashel_stonefistAI : public ScriptedAI
//m_creature->CombatStop();
EnterEvadeMode();
}
AttackedBy(done_by);
}
void Aggro(Unit *who) {}
@@ -144,6 +144,12 @@ struct TRINITY_DLL_DECL boss_lajAI : public ScriptedAI
{
}
void JustSummoned(Creature *summon)
{
if(summon && m_creature->getVictim())
summon->AI()->AttackStart(SelectUnit(SELECT_TARGET_RANDOM, 0));
}
void UpdateAI(const uint32 diff)
{
if( !m_creature->SelectHostilTarget() || !m_creature->getVictim() )
+1 -1
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@@ -38,7 +38,7 @@ AggressorAI::Permissible(const Creature *creature)
return PERMIT_BASE_NO;
}
AggressorAI::AggressorAI(Creature &c) : i_creature(c), i_victimGuid(0), i_state(STATE_NORMAL), i_tracker(TIME_INTERVAL_LOOK)
AggressorAI::AggressorAI(Creature *c) : i_creature(*c), i_victimGuid(0), i_state(STATE_NORMAL), i_tracker(TIME_INTERVAL_LOOK)
{
}
+1 -1
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@@ -36,7 +36,7 @@ class TRINITY_DLL_DECL AggressorAI : public CreatureAI
public:
AggressorAI(Creature &c);
AggressorAI(Creature *c);
void MoveInLineOfSight(Unit *);
void AttackStart(Unit *);
+18 -14
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@@ -336,6 +336,8 @@ bool Creature::UpdateEntry(uint32 Entry, uint32 team, const CreatureData *data )
SetUInt32Value(UNIT_FIELD_FLAGS,GetCreatureInfo()->unit_flags);
SetUInt32Value(UNIT_DYNAMIC_FLAGS,GetCreatureInfo()->dynamicflags);
RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IN_COMBAT);
SetMeleeDamageSchool(SpellSchools(GetCreatureInfo()->dmgschool));
SetModifierValue(UNIT_MOD_ARMOR, BASE_VALUE, float(GetCreatureInfo()->armor));
SetModifierValue(UNIT_MOD_RESISTANCE_HOLY, BASE_VALUE, float(GetCreatureInfo()->resistance1));
@@ -375,6 +377,12 @@ bool Creature::UpdateEntry(uint32 Entry, uint32 team, const CreatureData *data )
else
SetReactState(REACT_AGGRESSIVE);
if(GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_NO_TAUNT)
{
ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_MOD_TAUNT, true);
ApplySpellImmune(0, IMMUNITY_EFFECT,SPELL_EFFECT_ATTACK_ME, true);
}
return true;
}
@@ -482,7 +490,7 @@ void Creature::Update(uint32 diff)
if(!isAlive())
break;
if(!IsInEvadeMode())
if(!IsInEvadeMode() && m_AI_enabled)
{
// do not allow the AI to be changed during update
m_AI_locked = true;
@@ -599,6 +607,7 @@ bool Creature::AIM_Initialize(CreatureAI* ai)
i_AI = ai ? ai : FactorySelector::selectAI(this);
if (oldAI)
delete oldAI;
m_AI_enabled = true;
return true;
}
@@ -607,10 +616,13 @@ void Creature::InitPossessedAI()
if (!isPossessed()) return;
if (!i_AI_possessed)
i_AI_possessed = new PossessedAI(*this);
i_AI_possessed = new PossessedAI(this);
// Signal the old AI that it's been disabled
i_AI->OnPossess(true);
if(!(GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_CHARM_AI))
m_AI_enabled = false;
}
void Creature::DisablePossessedAI()
@@ -621,6 +633,8 @@ void Creature::DisablePossessedAI()
// Signal the old AI that it's been re-enabled
i_AI->OnPossess(false);
m_AI_enabled = true;
}
bool Creature::Create (uint32 guidlow, Map *map, uint32 Entry, uint32 team, const CreatureData *data)
@@ -1855,22 +1869,12 @@ void Creature::DoFleeToGetAssistance(float radius) // Optional parameter
return;
Creature* pCreature = NULL;
CellPair p(Trinity::ComputeCellPair(GetPositionX(), GetPositionY()));
Cell cell(p);
cell.data.Part.reserved = ALL_DISTRICT;
cell.SetNoCreate();
Trinity::NearestAssistCreatureInCreatureRangeCheck u_check(this,getVictim(),radius);
Trinity::CreatureLastSearcher<Trinity::NearestAssistCreatureInCreatureRangeCheck> searcher(pCreature, u_check);
TypeContainerVisitor<Trinity::CreatureLastSearcher<Trinity::NearestAssistCreatureInCreatureRangeCheck>, GridTypeMapContainer > grid_creature_searcher(searcher);
CellLock<GridReadGuard> cell_lock(cell, p);
cell_lock->Visit(cell_lock, grid_creature_searcher, *(GetMap()));
VisitNearbyGridObject(radius, searcher);
if(!pCreature)
GetMotionMaster()->MoveFleeing(getVictim());
SetControlled(true, UNIT_STAT_FLEEING);
else
GetMotionMaster()->MovePoint(0,pCreature->GetPositionX(),pCreature->GetPositionY(),pCreature->GetPositionZ());
}
+3
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@@ -132,6 +132,8 @@ enum CreatureFlagsExtra
CREATURE_FLAG_EXTRA_NO_XP_AT_KILL = 0x00000040, // creature kill not provide XP
CREATURE_FLAG_EXTRA_TRIGGER = 0x00000080, // trigger creature
CREATURE_FLAG_EXTRA_WORLDEVENT = 0x00004000, // custom flag for world event creatures (left room for merging)
CREATURE_FLAG_EXTRA_CHARM_AI = 0x00008000, // use ai when charmed
CREATURE_FLAG_EXTRA_NO_TAUNT = 0x00010000, // cannot be taunted
};
// 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
@@ -676,6 +678,7 @@ class TRINITY_DLL_SPEC Creature : public Unit
bool m_AlreadyCallAssistance;
bool m_regenHealth;
bool m_AI_locked;
bool m_AI_enabled;
bool m_isDeadByDefault;
SpellSchoolMask m_meleeDamageSchoolMask;
+18 -8
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@@ -27,37 +27,47 @@ CreatureAI::~CreatureAI()
{
}
SimpleCharmedAI::SimpleCharmedAI(Unit &u) : me(u)
void CreatureAI::EnterEvadeMode()
{
if(!me) return;
me->RemoveAllAuras();
me->DeleteThreatList();
me->CombatStop();
me->LoadCreaturesAddon();
me->SetLootRecipient(NULL);
if(me->isAlive())
me->GetMotionMaster()->MoveTargetedHome();
}
void SimpleCharmedAI::UpdateAI(const uint32 /*diff*/)
{
Creature *charmer = (Creature*)me.GetCharmer();
Creature *charmer = (Creature*)me->GetCharmer();
//kill self if charm aura has infinite duration
if(charmer->IsInEvadeMode())
{
Unit::AuraList const& auras = me.GetAurasByType(SPELL_AURA_MOD_CHARM);
Unit::AuraList const& auras = me->GetAurasByType(SPELL_AURA_MOD_CHARM);
for(Unit::AuraList::const_iterator iter = auras.begin(); iter != auras.end(); ++iter)
if((*iter)->GetCasterGUID() == charmer->GetGUID() && (*iter)->IsPermanent())
{
charmer->Kill(&me);
charmer->Kill(me);
return;
}
}
if(!charmer->isInCombat())
me.GetMotionMaster()->MoveFollow(charmer, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
me->GetMotionMaster()->MoveFollow(charmer, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
Unit *target = me.getVictim();
Unit *target = me->getVictim();
if(!target || !charmer->canAttack(target))
{
target = charmer->SelectNearestTarget();
if(!target)
return;
me.GetMotionMaster()->MoveChase(target);
me.Attack(target, true);
me->GetMotionMaster()->MoveChase(target);
me->Attack(target, true);
}
}
+10 -9
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@@ -72,21 +72,25 @@ enum SelectAggroTarget
class TRINITY_DLL_SPEC UnitAI
{
public:
UnitAI(Unit *u) : me(u) {}
virtual void UpdateAI(const uint32 diff) = 0;
protected:
Unit *me;
};
class TRINITY_DLL_SPEC SimpleCharmedAI
class TRINITY_DLL_SPEC SimpleCharmedAI : public UnitAI
{
public:
SimpleCharmedAI(Unit &u);
virtual void UpdateAI(const uint32 diff);
private:
Unit &me;
};
class TRINITY_DLL_SPEC CreatureAI : public UnitAI
{
protected:
Creature *me;
public:
CreatureAI() : UnitAI(NULL), me(NULL) {}
CreatureAI(Creature *c) : UnitAI((Unit*)c), me(c) {}
virtual ~CreatureAI();
@@ -97,10 +101,10 @@ class TRINITY_DLL_SPEC CreatureAI : public UnitAI
virtual void AttackStart(Unit *) = 0;
// Called at stopping attack by any attacker
virtual void EnterEvadeMode() = 0;
virtual void EnterEvadeMode();
// Called at any Damage from any attacker (before damage apply)
virtual void DamageTaken(Unit *done_by, uint32 & /*damage*/) { AttackedBy(done_by); }
virtual void DamageTaken(Unit *done_by, uint32 & /*damage*/) {}
// Is unit visible for MoveInLineOfSight
virtual bool IsVisible(Unit *) const = 0;
@@ -128,9 +132,6 @@ class TRINITY_DLL_SPEC CreatureAI : public UnitAI
// Called when vitim entered water and creature can not enter water
virtual bool canReachByRangeAttack(Unit*) { return false; }
// Called when the creature is attacked
virtual void AttackedBy(Unit * /*attacker*/) {}
// Called when creature is spawned or respawned (for reseting variables)
virtual void JustRespawned() {}
+1 -1
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@@ -27,6 +27,6 @@ inline CreatureAI*
CreatureAIFactory<REAL_AI>::Create(void *data) const
{
Creature* creature = reinterpret_cast<Creature *>(data);
return (new REAL_AI(*creature));
return (new REAL_AI(creature));
}
#endif
+2
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@@ -41,6 +41,8 @@ namespace AIRegistry
(new CreatureAIFactory<NullCreatureAI>("NullCreatureAI"))->RegisterSelf();
(new CreatureAIFactory<AggressorAI>("AggressorAI"))->RegisterSelf();
(new CreatureAIFactory<ReactorAI>("ReactorAI"))->RegisterSelf();
(new CreatureAIFactory<PassiveAI>("PassiveAI"))->RegisterSelf();
(new CreatureAIFactory<CritterAI>("CritterAI"))->RegisterSelf();
(new CreatureAIFactory<GuardAI>("GuardAI"))->RegisterSelf();
(new CreatureAIFactory<PetAI>("PetAI"))->RegisterSelf();
(new CreatureAIFactory<TotemAI>("TotemAI"))->RegisterSelf();
+3 -1
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@@ -65,6 +65,8 @@ namespace FactorySelector
ai_factory = ai_registry.GetRegistryItem("TotemAI");
else if(creature->GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_TRIGGER)
ai_factory = ai_registry.GetRegistryItem("NullCreatureAI");
else if(creature->GetCreatureType() == CREATURE_TYPE_CRITTER)
ai_factory = ai_registry.GetRegistryItem("CritterAI");
}
// select by permit check
@@ -91,7 +93,7 @@ namespace FactorySelector
ainame = (ai_factory == NULL) ? "NullCreatureAI" : ai_factory->key();
DEBUG_LOG("Creature %u used AI is %s.", creature->GetGUIDLow(), ainame.c_str() );
return ( ai_factory == NULL ? new NullCreatureAI : ai_factory->Create(creature) );
return ( ai_factory == NULL ? new NullCreatureAI(creature) : ai_factory->Create(creature) );
}
MovementGenerator* selectMovementGenerator(Creature *creature)
+1 -1
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@@ -33,7 +33,7 @@ int GuardAI::Permissible(const Creature *creature)
return PERMIT_BASE_NO;
}
GuardAI::GuardAI(Creature &c) : i_creature(c), i_victimGuid(0), i_state(STATE_NORMAL), i_tracker(TIME_INTERVAL_LOOK)
GuardAI::GuardAI(Creature *c) : i_creature(*c), i_victimGuid(0), i_state(STATE_NORMAL), i_tracker(TIME_INTERVAL_LOOK)
{
}
+1 -1
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@@ -36,7 +36,7 @@ class TRINITY_DLL_DECL GuardAI : public CreatureAI
public:
GuardAI(Creature &c);
GuardAI(Creature *c);
void MoveInLineOfSight(Unit *);
void AttackStart(Unit *);
+17 -1
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@@ -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();
}
+22 -8
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@@ -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
+8
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@@ -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();
+1
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@@ -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;
+3 -3
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@@ -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)
+1 -1
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@@ -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
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@@ -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
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@@ -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(); }
+1 -2
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@@ -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);
+1 -1
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@@ -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
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@@ -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
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@@ -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;
}
+1
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@@ -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;
}
+1 -1
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@@ -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
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@@ -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
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@@ -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