feat(Core/Maps): AreaBoundary (#10525)
* cherry-picked commit (https://github.com/TrinityCore/TrinityCore/commit/2da458c56d024aac04468ce2af454a83ad790bf6)
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c1747f2fbf
commit
ab4ee71762
@@ -37,7 +37,7 @@ void GuardAI::Reset()
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me->CastSpell(me, 18950 /*SPELL_INVISIBILITY_AND_STEALTH_DETECTION*/, true);
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}
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void GuardAI::EnterEvadeMode()
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void GuardAI::EnterEvadeMode(EvadeReason /*why*/)
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{
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if (!me->IsAlive())
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{
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@@ -30,7 +30,7 @@ public:
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static int Permissible(Creature const* creature);
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void Reset() override;
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void EnterEvadeMode() override;
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void EnterEvadeMode(EvadeReason /*why*/) override;
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void JustDied(Unit* killer) override;
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};
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#endif
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@@ -26,7 +26,7 @@ NullCreatureAI::NullCreatureAI(Creature* c) : CreatureAI(c) { me->SetReactState(
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void PassiveAI::UpdateAI(uint32)
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{
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if (me->IsInCombat() && me->getAttackers().empty())
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EnterEvadeMode();
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EnterEvadeMode(EVADE_REASON_NO_HOSTILES);
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}
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void PossessedAI::AttackStart(Unit* target)
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@@ -66,11 +66,11 @@ void CritterAI::DamageTaken(Unit*, uint32&, DamageEffectType, SpellSchoolMask)
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_combatTimer = 1;
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}
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void CritterAI::EnterEvadeMode()
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void CritterAI::EnterEvadeMode(EvadeReason why)
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{
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if (me->HasUnitState(UNIT_STATE_FLEEING))
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me->SetControlled(false, UNIT_STATE_FLEEING);
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CreatureAI::EnterEvadeMode();
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CreatureAI::EnterEvadeMode(why);
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_combatTimer = 0;
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}
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@@ -80,7 +80,7 @@ void CritterAI::UpdateAI(uint32 diff)
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{
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_combatTimer += diff;
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if (_combatTimer >= 5000)
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EnterEvadeMode();
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EnterEvadeMode(EVADE_REASON_OTHER);
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}
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}
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@@ -41,7 +41,7 @@ public:
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void MoveInLineOfSight(Unit*) override {}
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void AttackStart(Unit* target) override;
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void UpdateAI(uint32) override;
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void EnterEvadeMode() override {}
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void EnterEvadeMode(EvadeReason /*why*/) override {}
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void JustDied(Unit*) override;
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void KilledUnit(Unit* victim) override;
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@@ -57,7 +57,7 @@ public:
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void MoveInLineOfSight(Unit*) override {}
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void AttackStart(Unit*) override {}
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void UpdateAI(uint32) override {}
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void EnterEvadeMode() override {}
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void EnterEvadeMode(EvadeReason /*why*/) override {}
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void OnCharmed(bool /*apply*/) override {}
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static int Permissible(Creature const*) { return PERMIT_BASE_IDLE; }
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@@ -69,7 +69,7 @@ public:
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explicit CritterAI(Creature* c) : PassiveAI(c) { _combatTimer = 0; }
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void DamageTaken(Unit* /*done_by*/, uint32& /*damage*/, DamageEffectType damagetype, SpellSchoolMask damageSchoolMask) override;
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void EnterEvadeMode() override;
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void EnterEvadeMode(EvadeReason why) override;
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void UpdateAI(uint32) override;
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// Xinef: Added
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@@ -64,7 +64,8 @@ public:
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//
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void MoveInLineOfSight(Unit* /*who*/) override {} // CreatureAI interferes with returning pets
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void MoveInLineOfSight_Safe(Unit* /*who*/) {} // CreatureAI interferes with returning pets
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void EnterEvadeMode() override {} // For fleeing, pets don't use this type of Evade mechanic
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void EnterEvadeMode(EvadeReason /*why*/) override {} // For fleeing, pets don't use this type of Evade mechanic
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void SpellHit(Unit* caster, SpellInfo const* spellInfo) override;
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void PetStopAttack() override;
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@@ -50,7 +50,7 @@ void TotemAI::MoveInLineOfSight(Unit* /*who*/)
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{
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}
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void TotemAI::EnterEvadeMode()
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void TotemAI::EnterEvadeMode(EvadeReason /*why*/)
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{
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me->CombatStop(true);
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}
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@@ -31,8 +31,10 @@ public:
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void MoveInLineOfSight(Unit* who) override;
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void AttackStart(Unit* victim) override;
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void EnterEvadeMode() override;
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void EnterEvadeMode(EvadeReason /*why*/) override;
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void SpellHit(Unit* /*caster*/, SpellInfo const* /*spellInfo*/) override;
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void DoAction(int32 param) override;
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void UpdateAI(uint32 diff) override;
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@@ -15,6 +15,7 @@
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "AreaBoundary.h"
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#include "CreatureAI.h"
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#include "Creature.h"
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#include "CreatureAIImpl.h"
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@@ -24,6 +25,7 @@
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#include "MapReference.h"
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#include "Player.h"
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#include "Vehicle.h"
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#include "Language.h"
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class PhasedRespawn : public BasicEvent
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{
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@@ -196,9 +198,9 @@ void CreatureAI::TriggerAlert(Unit const* who) const
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me->GetMotionMaster()->MoveDistract(5 * IN_MILLISECONDS);
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}
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void CreatureAI::EnterEvadeMode()
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void CreatureAI::EnterEvadeMode(EvadeReason why)
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{
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if (!_EnterEvadeMode())
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if (!_EnterEvadeMode(why))
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return;
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LOG_DEBUG("entities.unit", "Creature {} enters evade mode.", me->GetEntry());
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@@ -290,7 +292,7 @@ bool CreatureAI::UpdateVictim()
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return true;
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}
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bool CreatureAI::_EnterEvadeMode()
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bool CreatureAI::_EnterEvadeMode(EvadeReason /*why*/)
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{
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if (!me->IsAlive())
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{
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@@ -357,6 +359,44 @@ void CreatureAI::MoveBackwardsChecks() {
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me->GetMotionMaster()->MoveBackwards(victim, moveDist);
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}
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bool CreatureAI::IsInBoundary(Position const* who) const
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{
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if (!_boundary)
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return true;
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if (!who)
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who = me;
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return (CreatureAI::IsInBounds(*_boundary, who) != _negateBoundary);
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}
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bool CreatureAI::IsInBounds(CreatureBoundary const& boundary, Position const* pos)
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{
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for (AreaBoundary const* areaBoundary : boundary)
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if (!areaBoundary->IsWithinBoundary(pos))
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return false;
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return true;
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}
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bool CreatureAI::CheckInRoom()
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{
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if (IsInBoundary())
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return true;
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else
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{
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EnterEvadeMode(EVADE_REASON_BOUNDARY);
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return false;
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}
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}
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void CreatureAI::SetBoundary(CreatureBoundary const* boundary, bool negateBoundaries /*= false*/)
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{
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_boundary = boundary;
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_negateBoundary = negateBoundaries;
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me->DoImmediateBoundaryCheck();
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}
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Creature* CreatureAI::DoSummon(uint32 entry, const Position& pos, uint32 despawnTime, TempSummonType summonType)
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{
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return me->SummonCreature(entry, pos, summonType, despawnTime);
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@@ -18,6 +18,7 @@
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#ifndef ACORE_CREATUREAI_H
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#define ACORE_CREATUREAI_H
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#include "AreaBoundary.h"
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#include "Common.h"
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#include "Creature.h"
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#include "UnitAI.h"
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@@ -29,6 +30,8 @@ class Creature;
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class Player;
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class SpellInfo;
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typedef std::vector<AreaBoundary const*> CreatureBoundary;
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#define TIME_INTERVAL_LOOK 5000
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#define VISIBILITY_RANGE 10000
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@@ -78,10 +81,19 @@ protected:
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Creature* DoSummon(uint32 entry, Position const& pos, uint32 despawnTime = 30000, TempSummonType summonType = TEMPSUMMON_CORPSE_TIMED_DESPAWN);
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Creature* DoSummon(uint32 entry, WorldObject* obj, float radius = 5.0f, uint32 despawnTime = 30000, TempSummonType summonType = TEMPSUMMON_CORPSE_TIMED_DESPAWN);
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Creature* DoSummonFlyer(uint32 entry, WorldObject* obj, float flightZ, float radius = 5.0f, uint32 despawnTime = 30000, TempSummonType summonType = TEMPSUMMON_CORPSE_TIMED_DESPAWN);
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public:
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// EnumUtils: DESCRIBE THIS
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enum EvadeReason
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{
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EVADE_REASON_NO_HOSTILES, // the creature's threat list is empty
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EVADE_REASON_BOUNDARY, // the creature has moved outside its evade boundary
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EVADE_REASON_SEQUENCE_BREAK, // this is a boss and the pre-requisite encounters for engaging it are not defeated yet
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EVADE_REASON_OTHER
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};
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void Talk(uint8 id, WorldObject const* whisperTarget = nullptr);
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explicit CreatureAI(Creature* creature) : UnitAI(creature), me(creature), m_MoveInLineOfSight_locked(false) {}
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explicit CreatureAI(Creature* creature) : UnitAI(creature), me(creature), _boundary(nullptr), _negateBoundary(false), m_MoveInLineOfSight_locked(false) { }
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~CreatureAI() override {}
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@@ -100,7 +112,7 @@ public:
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virtual bool CanRespawn() { return true; }
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// Called for reaction at stopping attack at no attackers or targets
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virtual void EnterEvadeMode();
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virtual void EnterEvadeMode(EvadeReason why = EVADE_REASON_OTHER);
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// Called for reaction at enter to combat if not in combat yet (enemy can be nullptr)
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virtual void EnterCombat(Unit* /*victim*/) {}
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@@ -187,10 +199,20 @@ public:
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virtual void PetStopAttack() { }
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// boundary system methods
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virtual bool CheckInRoom();
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CreatureBoundary const* GetBoundary() const { return _boundary; }
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void SetBoundary(CreatureBoundary const* boundary, bool negativeBoundaries = false);
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static bool IsInBounds(CreatureBoundary const& boundary, Position const* who);
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bool IsInBoundary(Position const* who = nullptr) const;
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protected:
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virtual void MoveInLineOfSight(Unit* /*who*/);
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bool _EnterEvadeMode();
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bool _EnterEvadeMode(EvadeReason why = EVADE_REASON_OTHER);
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CreatureBoundary const* _boundary;
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bool _negateBoundary;
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private:
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bool m_MoveInLineOfSight_locked;
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@@ -15,6 +15,7 @@
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "AreaBoundary.h"
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#include "ScriptedCreature.h"
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#include "Cell.h"
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#include "CellImpl.h"
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@@ -171,7 +172,6 @@ bool SummonList::IsAnyCreatureInCombat() const
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ScriptedAI::ScriptedAI(Creature* creature) : CreatureAI(creature),
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me(creature),
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IsFleeing(false),
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_evadeCheckCooldown(2500),
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_isCombatMovementAllowed(true)
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{
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_isHeroic = me->GetMap()->IsHeroic();
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@@ -489,23 +489,6 @@ enum eNPCs
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NPC_FREYA = 32906,
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};
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bool ScriptedAI::EnterEvadeIfOutOfCombatArea()
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{
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if (me->IsInEvadeMode() || !me->IsInCombat())
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return false;
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if (_evadeCheckCooldown == GameTime::GetGameTime().count())
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return false;
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_evadeCheckCooldown = GameTime::GetGameTime().count();
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if (!CheckEvadeIfOutOfCombatArea())
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return false;
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EnterEvadeMode();
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return true;
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}
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Player* ScriptedAI::SelectTargetFromPlayerList(float maxdist, uint32 excludeAura, bool mustBeInLOS) const
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{
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Map::PlayerList const& pList = me->GetMap()->GetPlayers();
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@@ -531,9 +514,10 @@ Player* ScriptedAI::SelectTargetFromPlayerList(float maxdist, uint32 excludeAura
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BossAI::BossAI(Creature* creature, uint32 bossId) : ScriptedAI(creature),
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instance(creature->GetInstanceScript()),
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summons(creature),
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_boundary(instance ? instance->GetBossBoundary(bossId) : nullptr),
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_bossId(bossId)
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{
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if (instance)
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SetBoundary(instance->GetBossBoundary(bossId));
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}
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void BossAI::_Reset()
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@@ -583,59 +567,10 @@ void BossAI::TeleportCheaters()
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ThreatContainer::StorageType threatList = me->getThreatMgr().getThreatList();
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for (ThreatContainer::StorageType::const_iterator itr = threatList.begin(); itr != threatList.end(); ++itr)
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if (Unit* target = (*itr)->getTarget())
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if (target->GetTypeId() == TYPEID_PLAYER && !CheckBoundary(target))
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if (target->GetTypeId() == TYPEID_PLAYER && !IsInBoundary(target))
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target->NearTeleportTo(x, y, z, 0);
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}
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bool BossAI::CheckBoundary(Unit* who)
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{
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if (!GetBoundary() || !who)
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return true;
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for (BossBoundaryMap::const_iterator itr = GetBoundary()->begin(); itr != GetBoundary()->end(); ++itr)
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{
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switch (itr->first)
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{
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case BOUNDARY_N:
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if (who->GetPositionX() > itr->second)
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return false;
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break;
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case BOUNDARY_S:
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if (who->GetPositionX() < itr->second)
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return false;
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break;
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case BOUNDARY_E:
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if (who->GetPositionY() < itr->second)
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return false;
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break;
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case BOUNDARY_W:
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if (who->GetPositionY() > itr->second)
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return false;
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break;
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case BOUNDARY_NW:
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if (who->GetPositionX() + who->GetPositionY() > itr->second)
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return false;
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break;
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case BOUNDARY_SE:
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if (who->GetPositionX() + who->GetPositionY() < itr->second)
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return false;
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break;
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case BOUNDARY_NE:
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if (who->GetPositionX() - who->GetPositionY() > itr->second)
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return false;
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break;
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case BOUNDARY_SW:
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if (who->GetPositionX() - who->GetPositionY() < itr->second)
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return false;
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break;
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default:
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break;
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}
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}
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return true;
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}
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void BossAI::JustSummoned(Creature* summon)
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{
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summons.Summon(summon);
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@@ -344,7 +344,6 @@ struct ScriptedAI : public CreatureAI
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void SetCombatMovement(bool allowMovement);
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bool IsCombatMovementAllowed() const { return _isCombatMovementAllowed; }
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bool EnterEvadeIfOutOfCombatArea();
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virtual bool CheckEvadeIfOutOfCombatArea() const { return false; }
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// return true for heroic mode. i.e.
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@@ -416,7 +415,6 @@ struct ScriptedAI : public CreatureAI
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private:
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Difficulty _difficulty;
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uint32 _evadeCheckCooldown;
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bool _isCombatMovementAllowed;
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bool _isHeroic;
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};
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@@ -428,7 +426,6 @@ public:
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~BossAI() override {}
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InstanceScript* const instance;
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BossBoundaryMap const* GetBoundary() const { return _boundary; }
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void JustSummoned(Creature* summon) override;
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void SummonedCreatureDespawn(Creature* summon) override;
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@@ -453,23 +450,12 @@ protected:
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void _JustDied();
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void _JustReachedHome() { me->setActive(false); }
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bool CheckInRoom()
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{
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if (CheckBoundary(me))
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return true;
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EnterEvadeMode();
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return false;
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}
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bool CheckBoundary(Unit* who);
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void TeleportCheaters();
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EventMap events;
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SummonList summons;
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private:
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BossBoundaryMap const* const _boundary;
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uint32 const _bossId;
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};
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@@ -198,7 +198,7 @@ void npc_escortAI::ReturnToLastPoint()
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me->GetMotionMaster()->MovePoint(POINT_LAST_POINT, x, y, z);
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}
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void npc_escortAI::EnterEvadeMode()
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void npc_escortAI::EnterEvadeMode(EvadeReason /*why*/)
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{
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me->RemoveAllAuras();
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me->DeleteThreatList();
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@@ -66,7 +66,7 @@ public:
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void ReturnToLastPoint();
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void EnterEvadeMode() override;
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void EnterEvadeMode(EvadeReason /*why*/ = EVADE_REASON_OTHER) override;
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void UpdateAI(uint32 diff) override; //the "internal" update, calls UpdateEscortAI()
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virtual void UpdateEscortAI(uint32 diff); //used when it's needed to add code in update (abilities, scripted events, etc)
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@@ -150,7 +150,7 @@ void FollowerAI::JustRespawned()
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Reset();
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}
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void FollowerAI::EnterEvadeMode()
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void FollowerAI::EnterEvadeMode(EvadeReason /*why*/)
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{
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me->RemoveAllAuras();
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me->DeleteThreatList();
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@@ -46,7 +46,7 @@ public:
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void MoveInLineOfSight(Unit*) override;
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void EnterEvadeMode() override;
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void EnterEvadeMode(EvadeReason /*why*/ = EVADE_REASON_OTHER) override;
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||||
void JustDied(Unit*) override;
|
||||
|
||||
|
||||
@@ -618,7 +618,7 @@ void SmartAI::MovementInform(uint32 MovementType, uint32 Data)
|
||||
MovepointReached(Data);
|
||||
}
|
||||
|
||||
void SmartAI::EnterEvadeMode()
|
||||
void SmartAI::EnterEvadeMode(EvadeReason /*why*/)
|
||||
{
|
||||
// xinef: fixes strange jumps when charming SmartAI npc
|
||||
if (!me->IsAlive() || me->IsInEvadeMode())
|
||||
|
||||
@@ -80,7 +80,7 @@ public:
|
||||
void EnterCombat(Unit* enemy) override;
|
||||
|
||||
// Called for reaction at stopping attack at no attackers or targets
|
||||
void EnterEvadeMode() override;
|
||||
void EnterEvadeMode(EvadeReason why = EVADE_REASON_OTHER) override;
|
||||
|
||||
// Called when the creature is killed
|
||||
void JustDied(Unit* killer) override;
|
||||
|
||||
Reference in New Issue
Block a user