Core/AI: Added new method for search friendly targets with certain entry and hp pct below a value
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@@ -324,53 +324,6 @@ namespace Game.AI
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_isCombatMovementAllowed = allowMovement;
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}
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/*bool EnterEvadeIfOutOfCombatArea(uint diff)
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{
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if (_evadeCheckCooldown <= diff)
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_evadeCheckCooldown = 2500;
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else
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{
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_evadeCheckCooldown -= diff;
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return false;
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}
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if (me.IsInEvadeMode() || me.GetVictim() == null)
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return false;
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float x = me.GetPositionX();
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float y = me.GetPositionY();
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float z = me.GetPositionZ();
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switch (me.GetEntry())
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{
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case 12017: // broodlord (not move down stairs)
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if (z > 448.60f)
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return false;
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break;
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case 19516: // void reaver (calculate from center of room)
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if (me.GetDistance2d(432.59f, 371.93f) < 105.0f)
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return false;
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break;
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case 23578: // jan'alai (calculate by Z)
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if (z > 12.0f)
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return false;
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break;
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case 28860: // sartharion (calculate box)
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if (x > 3218.86f && x < 3275.69f && y < 572.40f && y > 484.68f)
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return false;
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break;
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default: // For most of creatures that certain area is their home area.
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Log.outInfo(LogFilter.Server, "Scripts: EnterEvadeIfOutOfCombatArea used for creature entry {0}, but does not have any definition. Using the default one.", me.GetEntry());
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uint homeAreaId = me.GetMap().GetAreaId(me.GetHomePosition().posX, me.GetHomePosition().posY, me.GetHomePosition().posZ);
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if (me.GetAreaId() == homeAreaId)
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return false;
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break;
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}
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EnterEvadeMode();
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return true;
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}*/
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// Called at any Damage from any attacker (before damage apply)
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public override void DamageTaken(Unit attacker, ref uint damage) { }
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