Core/AI: Drop script_waypoints and move data to waypoint_data
Port From (https://github.com/TrinityCore/TrinityCore/commit/89e09dc44ed15567f77f862d1936e8e0d9019456)
This commit is contained in:
@@ -283,7 +283,7 @@ namespace Game.AI
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{
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Log.outDebug(LogFilter.ScriptsAi, $"EscortAI::MovementInform has returned to original position before combat ({me.GetGUID()})");
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me.SetWalk(!_running);
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me.SetWalk(false);
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RemoveEscortState(EscortState.Returning);
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}
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@@ -310,7 +310,12 @@ namespace Game.AI
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}
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}
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public void AddWaypoint(uint id, float x, float y, float z, float orientation, TimeSpan waitTime)
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void AddWaypoint(uint id, float x, float y, float z, bool run)
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{
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AddWaypoint(id, x, y, z, 0.0f, TimeSpan.Zero, run);
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}
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public void AddWaypoint(uint id, float x, float y, float z, float orientation = 0, TimeSpan waitTime = default, bool run = false)
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{
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GridDefines.NormalizeMapCoord(ref x);
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GridDefines.NormalizeMapCoord(ref y);
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@@ -321,48 +326,38 @@ namespace Game.AI
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waypoint.y = y;
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waypoint.z = z;
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waypoint.orientation = orientation;
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waypoint.moveType = _running ? WaypointMoveType.Run : WaypointMoveType.Walk;
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waypoint.moveType = run ? WaypointMoveType.Run : WaypointMoveType.Walk;
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waypoint.delay = (uint)waitTime.TotalMilliseconds;
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waypoint.eventId = 0;
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waypoint.eventChance = 100;
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_path.nodes.Add(waypoint);
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_manualPath = true;
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}
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void FillPointMovementListForCreature()
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void ResetPath()
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{
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WaypointPath path = Global.WaypointMgr.GetPath(me.GetEntry());
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_path.nodes.Clear();
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}
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public void LoadPath(uint pathId)
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{
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WaypointPath path = Global.WaypointMgr.GetPath(pathId);
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if (path == null)
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return;
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foreach (WaypointNode value in path.nodes)
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{
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WaypointNode node = value;
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GridDefines.NormalizeMapCoord(ref node.x);
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GridDefines.NormalizeMapCoord(ref node.y);
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node.moveType = _running ? WaypointMoveType.Run : WaypointMoveType.Walk;
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_path.nodes.Add(node);
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}
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}
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public void SetRun(bool on = true)
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{
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if (on == _running)
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Log.outError(LogFilter.ScriptsAi, $"EscortAI::LoadPath: (script: {me.GetScriptName()}) path {pathId} is invalid ({me.GetGUID()})");
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return;
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foreach (var node in _path.nodes)
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node.moveType = on ? WaypointMoveType.Run : WaypointMoveType.Walk;
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me.SetWalk(!on);
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_running = on;
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}
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_path = path;
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}
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/// todo get rid of this many variables passed in function.
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public void Start(bool isActiveAttacker = true, bool run = false, ObjectGuid playerGUID = default, Quest quest = null, bool instantRespawn = false, bool canLoopPath = false, bool resetWaypoints = true)
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public void Start(bool isActiveAttacker = true, ObjectGuid playerGUID = default, Quest quest = null, bool instantRespawn = false, bool canLoopPath = false)
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{
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if (_path.nodes.Empty())
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{
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Log.outError(LogFilter.ScriptsAi, $"EscortAI::Start: (script: {me.GetScriptName()}) path is empty ({me.GetGUID()})");
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return;
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}
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// Queue respawn from the point it starts
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CreatureData cdata = me.GetCreatureData();
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if (cdata != null)
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@@ -383,11 +378,6 @@ namespace Game.AI
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return;
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}
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_running = run;
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if (!_manualPath && resetWaypoints)
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FillPointMovementListForCreature();
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if (_path.nodes.Empty())
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{
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Log.outError(LogFilter.ScriptsAi, $"EscortAI::Start: (script: {me.GetScriptName()} starts with 0 waypoints (possible missing entry in script_waypoint. Quest: {(quest != null ? quest.Id : 0)} ({me.GetGUID()})");
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@@ -416,10 +406,7 @@ namespace Game.AI
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me.SetImmuneToNPC(false);
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}
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Log.outDebug(LogFilter.ScriptsAi, $"EscortAI::Start: (script: {me.GetScriptName()}, started with {_path.nodes.Count} waypoints. ActiveAttacker = {_activeAttacker}, Run = {_running}, Player = {_playerGUID} ({me.GetGUID()})");
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// set initial speed
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me.SetWalk(!_running);
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Log.outDebug(LogFilter.ScriptsAi, $"EscortAI::Start: (script: {me.GetScriptName()}, started with {_path.nodes.Count} waypoints. ActiveAttacker = {_activeAttacker}, Player = {_playerGUID} ({me.GetGUID()})");
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_started = false;
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AddEscortState(EscortState.Escorting);
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@@ -474,12 +461,10 @@ namespace Game.AI
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WaypointPath _path;
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bool _activeAttacker; // obsolete, determined by faction.
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bool _running; // all creatures are walking by default (has flag MOVEMENTFLAG_WALK)
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bool _instantRespawn; // if creature should respawn instantly after escort over (if not, database respawntime are used)
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bool _returnToStart; // if creature can walk same path (loop) without despawn. Not for regular escort quests.
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bool _despawnAtEnd;
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bool _despawnAtFar;
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bool _manualPath;
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bool _hasImmuneToNPCFlags;
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bool _started;
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bool _ended;
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