Ported .Net Core commits:

hondacrx:
- Initial commit: Switch to .Net Core 2.0
- Fix build and removed not needed files
Fabi:
- Updated solution platforms.
- Changed folder structure.
- Change library target framework to netstandard2.0.
- Updated solution platforms again...
- Removed windows specific kernel32 function usage (Ctrl-C handler).
This commit is contained in:
Fabian
2017-10-26 17:23:44 +02:00
parent 227702e19c
commit a3dc7b3f48
844 changed files with 26064 additions and 1824 deletions
+76
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/*
* Copyright (C) 2012-2017 CypherCore <http://github.com/CypherCore>
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
using Framework.Constants;
using Game.Entities;
namespace Game.AI
{
public class GuardAI : ScriptedAI
{
public GuardAI(Creature creature) : base(creature) { }
public override void UpdateAI(uint diff)
{
if (!UpdateVictim())
return;
DoMeleeAttackIfReady();
}
public override bool CanSeeAlways(WorldObject obj)
{
if (!obj.isTypeMask(TypeMask.Unit))
return false;
var threatList = me.GetThreatManager().getThreatList();
foreach (var refe in threatList)
if (refe.getUnitGuid() == obj.GetGUID())
return true;
return false;
}
public override void EnterEvadeMode(EvadeReason why)
{
if (!me.IsAlive())
{
me.GetMotionMaster().MoveIdle();
me.CombatStop(true);
me.DeleteThreatList();
return;
}
Log.outDebug(LogFilter.Unit, "Guard entry: {0} enters evade mode.", me.GetEntry());
me.RemoveAllAuras();
me.DeleteThreatList();
me.CombatStop(true);
// Remove ChaseMovementGenerator from MotionMaster stack list, and add HomeMovementGenerator instead
if (me.GetMotionMaster().GetCurrentMovementGeneratorType() == MovementGeneratorType.Chase)
me.GetMotionMaster().MoveTargetedHome();
}
public override void JustDied(Unit killer)
{
Player player = killer.GetCharmerOrOwnerPlayerOrPlayerItself();
if (player != null)
me.SendZoneUnderAttackMessage(player);
}
}
}