*Implement simple charmed AI for players charmed by creatures.
--HG-- branch : trunk
This commit is contained in:
@@ -141,17 +141,24 @@ void ScriptedAI::UpdateAI(const uint32 diff)
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void ScriptedAI::EnterEvadeMode()
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{
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m_creature->InterruptNonMeleeSpells(true);
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//m_creature->InterruptNonMeleeSpells(true);
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m_creature->RemoveAllAuras();
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m_creature->DeleteThreatList();
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m_creature->CombatStop();
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m_creature->LoadCreaturesAddon();
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if (m_creature->isAlive())
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m_creature->GetMotionMaster()->MoveTargetedHome();
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m_creature->SetLootRecipient(NULL);
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if(m_creature->isAlive())
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{
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if(Unit* owner = m_creature->GetOwner())
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{
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if(owner->isAlive())
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m_creature->GetMotionMaster()->MoveFollow(owner,PET_FOLLOW_DIST,PET_FOLLOW_ANGLE);
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}
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else
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m_creature->GetMotionMaster()->MoveTargetedHome();
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}
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InCombat = false;
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Reset();
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}
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@@ -1033,26 +1033,9 @@ struct TRINITY_DLL_DECL Mob_EventAI : public ScriptedAI
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void EnterEvadeMode()
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{
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m_creature->RemoveAllAuras();
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m_creature->DeleteThreatList();
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m_creature->CombatStop();
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m_creature->LoadCreaturesAddon();
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if( m_creature->isAlive() )
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{
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if (Unit* owner = m_creature->GetOwner())
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{
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if (owner->isAlive())
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m_creature->GetMotionMaster()->MoveFollow(owner,PET_FOLLOW_DIST,PET_FOLLOW_ANGLE);
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}
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else
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m_creature->GetMotionMaster()->MoveTargetedHome();
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}
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ScriptedAI::EnterEvadeMode();
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m_creature->SetLootRecipient(NULL);
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InCombat = false;
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IsFleeing = false;
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Reset();
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//Handle Evade events
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for (std::list<EventHolder>::iterator i = EventList.begin(); i != EventList.end(); ++i)
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+36
-4
@@ -1016,12 +1016,12 @@ void Player::Update( uint32 p_time )
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CheckExploreSystem();
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/*if(isCharmed())
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if(isCharmed())
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{
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if(Unit *charmer = GetCharmer())
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if(charmer->GetTypeId() == TYPEID_UNIT && ((Creature*)charmer)->AI())
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((Creature*)charmer)->AI()->UpdateCharmedAI(this, p_time);
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}*/
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if(charmer->GetTypeId() == TYPEID_UNIT && charmer->isAlive())
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UpdateCharmedAI();
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}
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// Update items that have just a limited lifetime
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if (now>m_Last_tick)
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@@ -19051,3 +19051,35 @@ bool Player::isTotalImmunity()
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}
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return false;
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}
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void Player::UpdateCharmedAI()
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{
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//This should only called in Player::Update
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Creature *charmer = (Creature*)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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AuraList const& auras = GetAurasByType(SPELL_AURA_MOD_CHARM);
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for(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->DealDamage(this, GetHealth(), NULL, DIRECT_DAMAGE, SPELL_SCHOOL_MASK_NORMAL, NULL, false);
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return;
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}
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}
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if(!charmer->isInCombat())
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GetMotionMaster()->MoveFollow(charmer, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
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Unit *target = 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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GetMotionMaster()->MoveChase(target);
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Attack(target, true);
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}
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}
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@@ -2308,6 +2308,8 @@ class TRINITY_DLL_SPEC Player : public Unit
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GridReference<Player> m_gridRef;
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MapReference m_mapRef;
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void UpdateCharmedAI();
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};
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void AddItemsSetItem(Player*player,Item *item);
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