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
+134
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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;
using System.Collections.Generic;
namespace Game.AI
{
public class PassiveAI : CreatureAI
{
public PassiveAI(Creature c) : base(c)
{
me.SetReactState(ReactStates.Passive);
}
public override void UpdateAI(uint diff)
{
if (me.IsInCombat() && me.getAttackers().Empty())
EnterEvadeMode(EvadeReason.NoHostiles);
}
public override void AttackStart(Unit victim) { }
public override void MoveInLineOfSight(Unit who) { }
}
public class PossessedAI : CreatureAI
{
public PossessedAI(Creature c) : base(c)
{
me.SetReactState(ReactStates.Passive);
}
public override void AttackStart(Unit target)
{
me.Attack(target, true);
}
public override void UpdateAI(uint diff)
{
if (me.GetVictim() != null)
{
if (!me.IsValidAttackTarget(me.GetVictim()))
me.AttackStop();
else
DoMeleeAttackIfReady();
}
}
public override void JustDied(Unit unit)
{
// We died while possessed, disable our loot
me.RemoveFlag(ObjectFields.DynamicFlags, UnitDynFlags.Lootable);
}
public override void KilledUnit(Unit victim)
{
// We killed a creature, disable victim's loot
if (victim.IsTypeId(TypeId.Unit))
victim.RemoveFlag(ObjectFields.DynamicFlags, UnitDynFlags.Lootable);
}
public override void OnCharmed(bool apply)
{
me.NeedChangeAI = true;
me.IsAIEnabled = false;
}
public override void MoveInLineOfSight(Unit who) { }
public override void EnterEvadeMode(EvadeReason why) { }
}
public class NullCreatureAI : CreatureAI
{
public NullCreatureAI(Creature c) : base(c)
{
me.SetReactState(ReactStates.Passive);
}
public override void MoveInLineOfSight(Unit unit) { }
public override void AttackStart(Unit unit) { }
public override void UpdateAI(uint diff) { }
public override void EnterEvadeMode(EvadeReason why) { }
public override void OnCharmed(bool apply) { }
}
public class CritterAI : PassiveAI
{
public CritterAI(Creature c) : base(c)
{
me.SetReactState(ReactStates.Passive);
}
public override void DamageTaken(Unit done_by, ref uint damage)
{
if (!me.HasUnitState(UnitState.Fleeing))
me.SetControlled(true, UnitState.Fleeing);
}
public override void EnterEvadeMode(EvadeReason why)
{
if (me.HasUnitState(UnitState.Fleeing))
me.SetControlled(false, UnitState.Fleeing);
base.EnterEvadeMode(why);
}
}
public class TriggerAI : NullCreatureAI
{
public TriggerAI(Creature c) : base(c) { }
public override void IsSummonedBy(Unit summoner)
{
if (me.m_spells[0] != 0)
me.CastSpell(me, me.m_spells[0], false, null, null, summoner.GetGUID());
}
}
}