Some refactoring of code. and some cleanups
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@@ -72,7 +72,7 @@ namespace Game.AI
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Unit summoner = creature.ToTempSummon().GetSummoner();
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if (summoner != null)
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{
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Unit target = summoner.getAttackerForHelper();
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Unit target = summoner.GetAttackerForHelper();
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if (target == null && summoner.CanHaveThreatList() && !summoner.GetThreatManager().isThreatListEmpty())
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target = summoner.GetThreatManager().getHostilTarget();
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if (target != null && (creature.IsFriendlyTo(summoner) || creature.IsHostileTo(target)))
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@@ -34,7 +34,7 @@ namespace Game.AI
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public override bool CanSeeAlways(WorldObject obj)
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{
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if (!obj.isTypeMask(TypeMask.Unit))
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if (!obj.IsTypeMask(TypeMask.Unit))
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return false;
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var threatList = me.GetThreatManager().getThreatList();
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@@ -30,7 +30,7 @@ namespace Game.AI
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public override void UpdateAI(uint diff)
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{
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if (me.IsInCombat() && me.getAttackers().Empty())
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if (me.IsInCombat() && me.GetAttackers().Empty())
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EnterEvadeMode(EvadeReason.NoHostiles);
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}
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@@ -56,7 +56,7 @@ namespace Game.AI
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me.GetMotionMaster().Clear();
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me.GetMotionMaster().MoveIdle();
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me.CombatStop();
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me.getHostileRefManager().deleteReferences();
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me.GetHostileRefManager().deleteReferences();
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return;
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}
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@@ -163,9 +163,9 @@ namespace Game.AI
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// Some spells can target enemy or friendly (DK Ghoul's Leap)
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// Check for enemy first (pet then owner)
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Unit target = me.getAttackerForHelper();
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Unit target = me.GetAttackerForHelper();
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if (!target && owner)
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target = owner.getAttackerForHelper();
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target = owner.GetAttackerForHelper();
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if (target)
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{
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@@ -372,7 +372,7 @@ namespace Game.AI
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return null;
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// Check pet attackers first so we don't drag a bunch of targets to the owner
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Unit myAttacker = me.getAttackerForHelper();
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Unit myAttacker = me.GetAttackerForHelper();
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if (myAttacker)
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if (!myAttacker.HasBreakableByDamageCrowdControlAura())
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return myAttacker;
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@@ -382,7 +382,7 @@ namespace Game.AI
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return null;
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// Check owner attackers
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Unit ownerAttacker = me.GetCharmerOrOwner().getAttackerForHelper();
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Unit ownerAttacker = me.GetCharmerOrOwner().GetAttackerForHelper();
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if (ownerAttacker)
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if (!ownerAttacker.HasBreakableByDamageCrowdControlAura())
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return ownerAttacker;
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@@ -54,7 +54,7 @@ namespace Game.AI
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Unit victim = !i_victimGuid.IsEmpty() ? Global.ObjAccessor.GetUnit(me, i_victimGuid) : null;
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// Search victim if no, not attackable, or out of range, or friendly (possible in case duel end)
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if (victim == null || !victim.isTargetableForAttack() || !me.IsWithinDistInMap(victim, max_range) ||
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if (victim == null || !victim.IsTargetableForAttack() || !me.IsWithinDistInMap(victim, max_range) ||
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me.IsFriendlyTo(victim) || !me.CanSeeOrDetect(victim))
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{
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var u_check = new NearestAttackableUnitInObjectRangeCheck(me, me.GetCharmerOrOwnerOrSelf(), max_range);
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@@ -73,22 +73,22 @@ namespace Game.AI
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return;
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//Make sure our attack is ready and we aren't currently casting before checking distance
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if (me.isAttackReady())
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if (me.IsAttackReady())
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{
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me.AttackerStateUpdate(victim);
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me.resetAttackTimer();
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me.ResetAttackTimer();
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}
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if (me.haveOffhandWeapon() && me.isAttackReady(WeaponAttackType.OffAttack))
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if (me.HaveOffhandWeapon() && me.IsAttackReady(WeaponAttackType.OffAttack))
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{
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me.AttackerStateUpdate(victim, WeaponAttackType.OffAttack);
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me.resetAttackTimer(WeaponAttackType.OffAttack);
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me.ResetAttackTimer(WeaponAttackType.OffAttack);
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}
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}
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public bool DoSpellAttackIfReady(uint spell)
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{
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if (me.HasUnitState(UnitState.Casting) || !me.isAttackReady())
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if (me.HasUnitState(UnitState.Casting) || !me.IsAttackReady())
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return true;
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var spellInfo = Global.SpellMgr.GetSpellInfo(spell);
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@@ -97,7 +97,7 @@ namespace Game.AI
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if (me.IsWithinCombatRange(me.GetVictim(), spellInfo.GetMaxRange(false)))
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{
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me.CastSpell(me.GetVictim(), spellInfo, TriggerCastFlags.None);
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me.resetAttackTimer();
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me.ResetAttackTimer();
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return true;
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}
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}
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@@ -507,7 +507,7 @@ namespace Game.AI
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minRange += rangeMod;
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}
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if (_caster.isMoving() && target.isMoving() && !_caster.IsWalking() && !target.IsWalking() &&
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if (_caster.IsMoving() && target.IsMoving() && !_caster.IsWalking() && !target.IsWalking() &&
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(_spellInfo.RangeEntry.Flags.HasAnyFlag(SpellRangeFlag.Melee) || target.IsTypeId(TypeId.Player)))
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rangeMod += 8.0f / 3.0f;
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}
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