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).
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/*
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* Copyright (C) 2012-2017 CypherCore <http://github.com/CypherCore>
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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using Framework.Constants;
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using Game.Entities;
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using System.Collections.Generic;
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namespace Game.AI
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{
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public class PassiveAI : CreatureAI
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{
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public PassiveAI(Creature c) : base(c)
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{
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me.SetReactState(ReactStates.Passive);
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}
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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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EnterEvadeMode(EvadeReason.NoHostiles);
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}
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public override void AttackStart(Unit victim) { }
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public override void MoveInLineOfSight(Unit who) { }
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}
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public class PossessedAI : CreatureAI
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{
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public PossessedAI(Creature c) : base(c)
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{
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me.SetReactState(ReactStates.Passive);
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}
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public override void AttackStart(Unit target)
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{
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me.Attack(target, true);
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}
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public override void UpdateAI(uint diff)
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{
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if (me.GetVictim() != null)
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{
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if (!me.IsValidAttackTarget(me.GetVictim()))
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me.AttackStop();
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else
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DoMeleeAttackIfReady();
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}
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}
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public override void JustDied(Unit unit)
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{
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// We died while possessed, disable our loot
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me.RemoveFlag(ObjectFields.DynamicFlags, UnitDynFlags.Lootable);
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}
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public override void KilledUnit(Unit victim)
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{
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// We killed a creature, disable victim's loot
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if (victim.IsTypeId(TypeId.Unit))
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victim.RemoveFlag(ObjectFields.DynamicFlags, UnitDynFlags.Lootable);
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}
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public override void OnCharmed(bool apply)
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{
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me.NeedChangeAI = true;
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me.IsAIEnabled = false;
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}
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public override void MoveInLineOfSight(Unit who) { }
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public override void EnterEvadeMode(EvadeReason why) { }
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}
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public class NullCreatureAI : CreatureAI
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{
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public NullCreatureAI(Creature c) : base(c)
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{
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me.SetReactState(ReactStates.Passive);
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}
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public override void MoveInLineOfSight(Unit unit) { }
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public override void AttackStart(Unit unit) { }
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public override void UpdateAI(uint diff) { }
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public override void EnterEvadeMode(EvadeReason why) { }
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public override void OnCharmed(bool apply) { }
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}
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public class CritterAI : PassiveAI
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{
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public CritterAI(Creature c) : base(c)
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{
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me.SetReactState(ReactStates.Passive);
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}
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public override void DamageTaken(Unit done_by, ref uint damage)
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{
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if (!me.HasUnitState(UnitState.Fleeing))
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me.SetControlled(true, UnitState.Fleeing);
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}
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public override void EnterEvadeMode(EvadeReason why)
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{
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if (me.HasUnitState(UnitState.Fleeing))
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me.SetControlled(false, UnitState.Fleeing);
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base.EnterEvadeMode(why);
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}
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}
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public class TriggerAI : NullCreatureAI
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{
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public TriggerAI(Creature c) : base(c) { }
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public override void IsSummonedBy(Unit summoner)
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{
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if (me.m_spells[0] != 0)
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me.CastSpell(me, me.m_spells[0], false, null, null, summoner.GetGUID());
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}
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}
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}
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