*Implement simple charmed AI for players charmed by creatures.

--HG--
branch : trunk
This commit is contained in:
megamage
2008-11-24 17:15:41 -06:00
parent 7312c5034e
commit f7e5b2ba69
4 changed files with 51 additions and 27 deletions
+36 -4
View File
@@ -1016,12 +1016,12 @@ void Player::Update( uint32 p_time )
CheckExploreSystem();
/*if(isCharmed())
if(isCharmed())
{
if(Unit *charmer = GetCharmer())
if(charmer->GetTypeId() == TYPEID_UNIT && ((Creature*)charmer)->AI())
((Creature*)charmer)->AI()->UpdateCharmedAI(this, p_time);
}*/
if(charmer->GetTypeId() == TYPEID_UNIT && charmer->isAlive())
UpdateCharmedAI();
}
// Update items that have just a limited lifetime
if (now>m_Last_tick)
@@ -19051,3 +19051,35 @@ bool Player::isTotalImmunity()
}
return false;
}
void Player::UpdateCharmedAI()
{
//This should only called in Player::Update
Creature *charmer = (Creature*)GetCharmer();
//kill self if charm aura has infinite duration
if(charmer->IsInEvadeMode())
{
AuraList const& auras = GetAurasByType(SPELL_AURA_MOD_CHARM);
for(AuraList::const_iterator iter = auras.begin(); iter != auras.end(); ++iter)
if((*iter)->GetCasterGUID() == charmer->GetGUID() && (*iter)->IsPermanent())
{
charmer->DealDamage(this, GetHealth(), NULL, DIRECT_DAMAGE, SPELL_SCHOOL_MASK_NORMAL, NULL, false);
return;
}
}
if(!charmer->isInCombat())
GetMotionMaster()->MoveFollow(charmer, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
Unit *target = getVictim();
if(!target || !charmer->canAttack(target))
{
target = charmer->SelectNearestTarget();
if(!target)
return;
GetMotionMaster()->MoveChase(target);
Attack(target, true);
}
}
+2
View File
@@ -2308,6 +2308,8 @@ class TRINITY_DLL_SPEC Player : public Unit
GridReference<Player> m_gridRef;
MapReference m_mapRef;
void UpdateCharmedAI();
};
void AddItemsSetItem(Player*player,Item *item);