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
+803
View File
@@ -0,0 +1,803 @@
/*
* 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.DataStorage;
using Game.Entities;
using Game.Maps;
using Game.Spells;
using System;
using System.Collections.Generic;
using System.Linq;
namespace Game.AI
{
public class ScriptedAI : CreatureAI
{
public ScriptedAI(Creature creature) : base(creature)
{
_isCombatMovementAllowed = true;
_isHeroic = me.GetMap().IsHeroic();
_difficulty = me.GetMap().GetSpawnMode();
}
void AttackStartNoMove(Unit target)
{
if (target == null)
return;
if (me.Attack(target, true))
DoStartNoMovement(target);
}
// Called before EnterCombat even before the creature is in combat.
public override void AttackStart(Unit target)
{
if (IsCombatMovementAllowed())
base.AttackStart(target);
else
AttackStartNoMove(target);
}
//Called at World update tick
public override void UpdateAI(uint diff)
{
//Check if we have a current target
if (!UpdateVictim())
return;
DoMeleeAttackIfReady();
}
//Start movement toward victim
public void DoStartMovement(Unit target, float distance = 0.0f, float angle = 0.0f)
{
if (target != null)
me.GetMotionMaster().MoveChase(target, distance, angle);
}
//Start no movement on victim
public void DoStartNoMovement(Unit target)
{
if (target == null)
return;
me.GetMotionMaster().MoveIdle();
}
//Stop attack of current victim
public void DoStopAttack()
{
if (me.GetVictim() != null)
me.AttackStop();
}
//Cast spell by spell info
void DoCastSpell(Unit target, SpellInfo spellInfo, bool triggered = false)
{
if (target == null || me.IsNonMeleeSpellCast(false))
return;
me.StopMoving();
me.CastSpell(target, spellInfo, triggered ? TriggerCastFlags.FullMask : TriggerCastFlags.None);
}
//Plays a sound to all nearby players
public void DoPlaySoundToSet(WorldObject source, uint soundId)
{
if (source == null)
return;
if (!CliDB.SoundKitStorage.ContainsKey(soundId))
{
Log.outError(LogFilter.Scripts, "Invalid soundId {0} used in DoPlaySoundToSet (Source: TypeId {1}, GUID {2})", soundId, source.GetTypeId(), source.GetGUID().ToString());
return;
}
source.PlayDirectSound(soundId);
}
//Spawns a creature relative to me
public Creature DoSpawnCreature(uint entry, float offsetX, float offsetY, float offsetZ, float angle, TempSummonType type, uint despawntime)
{
return me.SummonCreature(entry, me.GetPositionX() + offsetX, me.GetPositionY() + offsetY, me.GetPositionZ() + offsetZ, angle, type, despawntime);
}
//Returns spells that meet the specified criteria from the creatures spell list
public SpellInfo SelectSpell(Unit target, SpellSchoolMask school, Mechanics mechanic, SelectTargetType targets, float rangeMin, float rangeMax, SelectEffect effect)
{
//No target so we can't cast
if (target == null)
return null;
//Silenced so we can't cast
if (me.HasFlag(UnitFields.Flags, UnitFlags.Silenced))
return null;
//Using the extended script system we first create a list of viable spells
SpellInfo[] apSpell = new SpellInfo[SharedConst.MaxCreatureSpells];
uint spellCount = 0;
SpellInfo tempSpell = null;
//Check if each spell is viable(set it to null if not)
for (uint i = 0; i < SharedConst.MaxCreatureSpells; i++)
{
tempSpell = Global.SpellMgr.GetSpellInfo(me.m_spells[i]);
//This spell doesn't exist
if (tempSpell == null)
continue;
// Targets and Effects checked first as most used restrictions
//Check the spell targets if specified
if (targets != 0 && !Convert.ToBoolean(Global.ScriptMgr.spellSummaryStorage[me.m_spells[i]].Targets & (1 << ((int)targets - 1))))
continue;
//Check the type of spell if we are looking for a specific spell type
if (effect != 0 && !Convert.ToBoolean(Global.ScriptMgr.spellSummaryStorage[me.m_spells[i]].Effects & (1 << ((int)effect - 1))))
continue;
//Check for school if specified
if (school != 0 && (tempSpell.SchoolMask & school) == 0)
continue;
//Check for spell mechanic if specified
if (mechanic != 0 && tempSpell.Mechanic != mechanic)
continue;
//Check if the spell meets our range requirements
if (rangeMin != 0 && me.GetSpellMinRangeForTarget(target, tempSpell) < rangeMin)
continue;
if (rangeMax != 0 && me.GetSpellMaxRangeForTarget(target, tempSpell) > rangeMax)
continue;
//Check if our target is in range
if (me.IsWithinDistInMap(target, me.GetSpellMinRangeForTarget(target, tempSpell)) || !me.IsWithinDistInMap(target, me.GetSpellMaxRangeForTarget(target, tempSpell)))
continue;
//All good so lets add it to the spell list
apSpell[spellCount] = tempSpell;
++spellCount;
}
//We got our usable spells so now lets randomly pick one
if (spellCount == 0)
return null;
return apSpell[RandomHelper.IRand(0, (int)(spellCount - 1))];
}
//Drops all threat to 0%. Does not remove players from the threat list
public void DoResetThreat()
{
if (!me.CanHaveThreatList() || me.GetThreatManager().isThreatListEmpty())
{
Log.outError(LogFilter.Scripts, "DoResetThreat called for creature that either cannot have threat list or has empty threat list (me entry = {0})", me.GetEntry());
return;
}
var threatlist = me.GetThreatManager().getThreatList();
foreach (var refe in threatlist)
{
Unit unit = Global.ObjAccessor.GetUnit(me, refe.getUnitGuid());
if (unit != null && DoGetThreat(unit) != 0)
DoModifyThreatPercent(unit, -100);
}
}
public float DoGetThreat(Unit unit)
{
if (unit == null)
return 0.0f;
return me.GetThreatManager().getThreat(unit);
}
public void DoModifyThreatPercent(Unit unit, int pct)
{
if (unit == null)
return;
me.GetThreatManager().modifyThreatPercent(unit, pct);
}
void DoTeleportTo(float x, float y, float z, uint time = 0)
{
me.Relocate(x, y, z);
float speed = me.GetDistance(x, y, z) / (time * 0.001f);
me.MonsterMoveWithSpeed(x, y, z, speed);
}
void DoTeleportTo(float[] position)
{
me.NearTeleportTo(position[0], position[1], position[2], position[3]);
}
//Teleports a player without dropping threat (only teleports to same map)
void DoTeleportPlayer(Unit unit, float x, float y, float z, float o)
{
if (unit == null)
return;
Player player = unit.ToPlayer();
if (player != null)
player.TeleportTo(unit.GetMapId(), x, y, z, o, TeleportToOptions.NotLeaveCombat);
else
Log.outError(LogFilter.Scripts, "Creature {0} (Entry: {1}) Tried to teleport non-player unit (Type: {2} GUID: {3}) to X: {4} Y: {5} Z: {6} O: {7}. Aborted.",
me.GetGUID(), me.GetEntry(), unit.GetTypeId(), unit.GetGUID(), x, y, z, o);
}
void DoTeleportAll(float x, float y, float z, float o)
{
Map map = me.GetMap();
if (!map.IsDungeon())
return;
var PlayerList = map.GetPlayers();
foreach (var player in PlayerList)
if (player.IsAlive())
player.TeleportTo(me.GetMapId(), x, y, z, o, TeleportToOptions.NotLeaveCombat);
}
//Returns friendly unit with the most amount of hp missing from max hp
public Unit DoSelectLowestHpFriendly(float range, uint minHPDiff = 1)
{
var u_check = new MostHPMissingInRange<Unit>(me, range, minHPDiff);
var searcher = new UnitLastSearcher(me, u_check);
Cell.VisitAllObjects(me, searcher, range);
return searcher.GetTarget();
}
//Returns a list of friendly CC'd units within range
List<Creature> DoFindFriendlyCC(float range)
{
List<Creature> list = new List<Creature>();
var u_check = new FriendlyCCedInRange(me, range);
var searcher = new CreatureListSearcher(me, list, u_check);
Cell.VisitAllObjects(me, searcher, range);
return list;
}
//Returns a list of all friendly units missing a specific buff within range
public List<Creature> DoFindFriendlyMissingBuff(float range, uint spellId)
{
List<Creature> list = new List<Creature>();
var u_check = new FriendlyMissingBuffInRange(me, range, spellId);
var searcher = new CreatureListSearcher(me, list, u_check);
Cell.VisitAllObjects(me, searcher, range);
return list;
}
//Return a player with at least minimumRange from me
Player GetPlayerAtMinimumRange(float minimumRange)
{
var check = new PlayerAtMinimumRangeAway(me, minimumRange);
var searcher = new PlayerSearcher(me, check);
Cell.VisitWorldObjects(me, searcher, minimumRange);
return searcher.GetTarget();
}
public void SetEquipmentSlots(bool loadDefault, int mainHand = -1, int offHand = -1, int ranged = -1)
{
if (loadDefault)
{
me.LoadEquipment(me.GetOriginalEquipmentId(), true);
return;
}
if (mainHand >= 0)
me.SetVirtualItem(0, (uint)mainHand);
if (offHand >= 0)
me.SetVirtualItem(1, (uint)offHand);
if (ranged >= 0)
me.SetVirtualItem(2, (uint)ranged);
}
// Used to control if MoveChase() is to be used or not in AttackStart(). Some creatures does not chase victims
// NOTE: If you use SetCombatMovement while the creature is in combat, it will do NOTHING - This only affects AttackStart
// You should make the necessary to make it happen so.
// Remember that if you modified _isCombatMovementAllowed (e.g: using SetCombatMovement) it will not be reset at Reset().
// It will keep the last value you set.
public void SetCombatMovement(bool allowMovement)
{
_isCombatMovementAllowed = allowMovement;
}
/*bool EnterEvadeIfOutOfCombatArea(uint diff)
{
if (_evadeCheckCooldown <= diff)
_evadeCheckCooldown = 2500;
else
{
_evadeCheckCooldown -= diff;
return false;
}
if (me.IsInEvadeMode() || me.GetVictim() == null)
return false;
float x = me.GetPositionX();
float y = me.GetPositionY();
float z = me.GetPositionZ();
switch (me.GetEntry())
{
case 12017: // broodlord (not move down stairs)
if (z > 448.60f)
return false;
break;
case 19516: // void reaver (calculate from center of room)
if (me.GetDistance2d(432.59f, 371.93f) < 105.0f)
return false;
break;
case 23578: // jan'alai (calculate by Z)
if (z > 12.0f)
return false;
break;
case 28860: // sartharion (calculate box)
if (x > 3218.86f && x < 3275.69f && y < 572.40f && y > 484.68f)
return false;
break;
default: // For most of creatures that certain area is their home area.
Log.outInfo(LogFilter.Server, "Scripts: EnterEvadeIfOutOfCombatArea used for creature entry {0}, but does not have any definition. Using the default one.", me.GetEntry());
uint homeAreaId = me.GetMap().GetAreaId(me.GetHomePosition().posX, me.GetHomePosition().posY, me.GetHomePosition().posZ);
if (me.GetAreaId() == homeAreaId)
return false;
break;
}
EnterEvadeMode();
return true;
}*/
// Called at any Damage from any attacker (before damage apply)
public override void DamageTaken(Unit attacker, ref uint damage) { }
//Called at creature death
public override void JustDied(Unit killer) { }
//Called at creature killing another unit
public override void KilledUnit(Unit victim) { }
// Called when the creature summon successfully other creature
public override void JustSummoned(Creature summon) { }
// Called when a summoned creature is despawned
public override void SummonedCreatureDespawn(Creature summon) { }
// Called when hit by a spell
public override void SpellHit(Unit caster, SpellInfo spell) { }
// Called when spell hits a target
public override void SpellHitTarget(Unit target, SpellInfo spell) { }
//Called at waypoint reached or PointMovement end
public override void MovementInform(MovementGeneratorType type, uint id) { }
// Called when AI is temporarily replaced or put back when possess is applied or removed
public virtual void OnPossess(bool apply) { }
public static Creature GetClosestCreatureWithEntry(WorldObject source, uint entry, float maxSearchRange, bool alive = true)
{
return source.FindNearestCreature(entry, maxSearchRange, alive);
}
public GameObject GetClosestGameObjectWithEntry(WorldObject source, uint entry, float maxSearchRange)
{
return source.FindNearestGameObject(entry, maxSearchRange);
}
//Called at creature reset either by death or evade
public override void Reset() { }
//Called at creature aggro either by MoveInLOS or Attack Start
public override void EnterCombat(Unit victim) { }
public bool HealthBelowPct(int pct) { return me.HealthBelowPct(pct); }
public bool HealthAbovePct(int pct) { return me.HealthAbovePct(pct); }
public bool IsCombatMovementAllowed() { return _isCombatMovementAllowed; }
// return true for heroic mode. i.e.
// - for dungeon in mode 10-heroic,
// - for raid in mode 10-Heroic
// - for raid in mode 25-heroic
// DO NOT USE to check raid in mode 25-normal.
public bool IsHeroic() { return _isHeroic; }
// return the dungeon or raid difficulty
public Difficulty GetDifficulty() { return _difficulty; }
// return true for 25 man or 25 man heroic mode
public bool Is25ManRaid() { return _difficulty == Difficulty.Raid25N || _difficulty == Difficulty.Raid25HC; }
public T DungeonMode<T>(T normal5, T heroic10)
{
switch (_difficulty)
{
case Difficulty.Normal:
return normal5;
case Difficulty.Heroic:
default:
return heroic10;
}
}
public T RaidMode<T>(T normal10, T normal25)
{
switch (_difficulty)
{
case Difficulty.Raid10N:
return normal10;
case Difficulty.Raid25N:
default:
return normal25;
}
}
public T RaidMode<T>(T normal10, T normal25, T heroic10, T heroic25)
{
switch (_difficulty)
{
case Difficulty.Raid10N:
return normal10;
case Difficulty.Raid25N:
return normal25;
case Difficulty.Raid10HC:
return heroic10;
case Difficulty.Raid25HC:
default:
return heroic25;
}
}
Difficulty _difficulty;
bool _isCombatMovementAllowed;
bool _isHeroic;
}
public class BossAI : ScriptedAI
{
public BossAI(Creature creature, uint bossId) : base(creature)
{
instance = creature.GetInstanceScript();
summons = new SummonList(creature);
_bossId = bossId;
if (instance != null)
SetBoundary(instance.GetBossBoundary(bossId));
_scheduler.SetValidator(() =>
{
return !me.HasUnitState(UnitState.Casting);
});
}
public void _Reset()
{
if (!me.IsAlive())
return;
me.SetCombatPulseDelay(0);
me.ResetLootMode();
_events.Reset();
summons.DespawnAll();
_scheduler.CancelAll();
if (instance != null)
instance.SetBossState(_bossId, EncounterState.NotStarted);
}
public void _JustDied()
{
_events.Reset();
summons.DespawnAll();
_scheduler.CancelAll();
if (instance != null)
instance.SetBossState(_bossId, EncounterState.Done);
}
public void _EnterCombat()
{
if (instance != null)
{
// bosses do not respawn, check only on enter combat
if (!instance.CheckRequiredBosses(_bossId))
{
EnterEvadeMode(EvadeReason.SequenceBreak);
return;
}
instance.SetBossState(_bossId, EncounterState.InProgress);
}
me.SetCombatPulseDelay(5);
me.setActive(true);
DoZoneInCombat();
ScheduleTasks();
}
void TeleportCheaters()
{
float x, y, z;
me.GetPosition(out x, out y, out z);
var threatList = me.GetThreatManager().getThreatList();
foreach (var refe in threatList)
{
Unit target = refe.getTarget();
if (target)
if (target.IsTypeId(TypeId.Player) && !CheckBoundary(target))
target.NearTeleportTo(x, y, z, 0);
}
}
public override void JustSummoned(Creature summon)
{
summons.Summon(summon);
if (me.IsInCombat())
DoZoneInCombat(summon);
}
public override void SummonedCreatureDespawn(Creature summon)
{
summons.Despawn(summon);
}
public override void UpdateAI(uint diff)
{
if (!UpdateVictim())
return;
_events.Update(diff);
if (me.HasUnitState(UnitState.Casting))
return;
_events.ExecuteEvents(eventId =>
{
ExecuteEvent(eventId);
if (me.HasUnitState(UnitState.Casting))
return;
});
DoMeleeAttackIfReady();
}
public void _DespawnAtEvade(uint delayToRespawn = 30, Creature who = null)
{
if (delayToRespawn < 2)
{
Log.outError(LogFilter.Scripts, "_DespawnAtEvade called with delay of {0} seconds, defaulting to 2.", delayToRespawn);
delayToRespawn = 2;
}
if (!who)
who = me;
TempSummon whoSummon = who.ToTempSummon();
if (whoSummon)
{
Log.outWarn(LogFilter.ScriptsAi, "_DespawnAtEvade called on a temporary summon.");
whoSummon.UnSummon();
return;
}
who.DespawnOrUnsummon(0, TimeSpan.FromSeconds(delayToRespawn));
if (instance != null && who == me)
instance.SetBossState(_bossId, EncounterState.Fail);
}
public virtual void ExecuteEvent(uint eventId) { }
public virtual void ScheduleTasks() { }
public override void Reset() { _Reset(); }
public override void EnterCombat(Unit who) { _EnterCombat(); }
public override void JustDied(Unit killer) { _JustDied(); }
public override void JustReachedHome() { _JustReachedHome(); }
public override bool CanAIAttack(Unit victim) { return CheckBoundary(victim); }
public void _JustReachedHome() { me.setActive(false); }
public InstanceScript instance;
public SummonList summons;
uint _bossId;
}
public class WorldBossAI : ScriptedAI
{
public WorldBossAI(Creature creature) : base(creature)
{
summons = new SummonList(creature);
}
void _Reset()
{
if (!me.IsAlive())
return;
_events.Reset();
summons.DespawnAll();
}
void _JustDied()
{
_events.Reset();
summons.DespawnAll();
}
void _EnterCombat()
{
Unit target = SelectTarget(SelectAggroTarget.Random, 0, 0.0f, true);
if (target)
AttackStart(target);
}
public override void JustSummoned(Creature summon)
{
summons.Summon(summon);
Unit target = SelectTarget(SelectAggroTarget.Random, 0, 0.0f, true);
if (target)
summon.GetAI().AttackStart(target);
}
public override void SummonedCreatureDespawn(Creature summon)
{
summons.Despawn(summon);
}
public override void UpdateAI(uint diff)
{
if (!UpdateVictim())
return;
_events.Update(diff);
if (me.HasUnitState(UnitState.Casting))
return;
_events.ExecuteEvents(eventId =>
{
ExecuteEvent(eventId);
if (me.HasUnitState(UnitState.Casting))
return;
});
DoMeleeAttackIfReady();
}
// Hook used to execute events scheduled into EventMap without the need
// to override UpdateAI
// note: You must re-schedule the event within this method if the event
// is supposed to run more than once
public virtual void ExecuteEvent(uint eventId) { }
public override void Reset() { _Reset(); }
public override void EnterCombat(Unit who) { _EnterCombat(); }
public override void JustDied(Unit killer) { _JustDied(); }
SummonList summons;
}
public class SummonList : List<ObjectGuid>
{
public SummonList(Creature creature)
{
me = creature;
}
public void Summon(Creature summon) { Add(summon.GetGUID()); }
public void DoZoneInCombat(uint entry = 0, float maxRangeToNearestTarget = 250.0f)
{
foreach (var id in this)
{
Creature summon = ObjectAccessor.GetCreature(me, id);
if (summon && summon.IsAIEnabled && (entry == 0 || summon.GetEntry() == entry))
{
summon.GetAI().DoZoneInCombat(null, maxRangeToNearestTarget);
}
}
}
public void DespawnEntry(uint entry)
{
foreach (var id in this)
{
Creature summon = ObjectAccessor.GetCreature(me, id);
if (!summon)
Remove(id);
else if (summon.GetEntry() == entry)
{
Remove(id);
summon.DespawnOrUnsummon();
}
}
}
public void DespawnAll()
{
while (!this.Empty())
{
Creature summon = ObjectAccessor.GetCreature(me, this.FirstOrDefault());
this.RemoveAt(0);
if (summon)
summon.DespawnOrUnsummon();
}
}
public void Despawn(Creature summon) { Remove(summon.GetGUID()); }
public void DespawnIf(Predicate<ObjectGuid> predicate)
{
RemoveAll(predicate);
}
public void RemoveNotExisting()
{
foreach (var id in this.ToList())
{
if (!ObjectAccessor.GetCreature(me, id))
Remove(id);
}
}
public void DoAction(int info, Predicate<ObjectGuid> predicate, ushort max = 0)
{
// We need to use a copy of SummonList here, otherwise original SummonList would be modified
List<ObjectGuid> listCopy = new List<ObjectGuid>(this);
listCopy.RandomResize(predicate, max);
DoActionImpl(info, listCopy);
}
public bool HasEntry(uint entry)
{
foreach (var id in this)
{
Creature summon = ObjectAccessor.GetCreature(me, id);
if (summon && summon.GetEntry() == entry)
return true;
}
return false;
}
void DoActionImpl(int action, List<ObjectGuid> summons)
{
foreach (var guid in summons)
{
Creature summon = ObjectAccessor.GetCreature(me, guid);
if (summon && summon.IsAIEnabled)
summon.GetAI().DoAction(action);
}
}
Creature me;
}
}
@@ -0,0 +1,623 @@
/*
* 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 Game.Groups;
using System;
using System.Collections.Generic;
using System.Linq;
namespace Game.AI
{
public class npc_escortAI : ScriptedAI
{
public npc_escortAI(Creature creature) : base(creature)
{
m_uiPlayerGUID = ObjectGuid.Empty;
m_uiWPWaitTimer = 2500;
m_uiPlayerCheckTimer = 1000;
m_uiEscortState = eEscortState.None;
MaxPlayerDistance = 50;
m_pQuestForEscort = null;
m_bIsActiveAttacker = true;
m_bIsRunning = false;
m_bCanInstantRespawn = false;
m_bCanReturnToStart = false;
DespawnAtEnd = true;
DespawnAtFar = true;
ScriptWP = false;
HasImmuneToNPCFlags = false;
}
public override void AttackStart(Unit who)
{
if (!who)
return;
if (me.Attack(who, true))
{
if (me.GetMotionMaster().GetCurrentMovementGeneratorType() == MovementGeneratorType.Point)
me.GetMotionMaster().MovementExpired();
if (IsCombatMovementAllowed())
me.GetMotionMaster().MoveChase(who);
}
}
//see followerAI
bool AssistPlayerInCombatAgainst(Unit who)
{
if (!who || !who.GetVictim())
return false;
//experimental (unknown) flag not present
if (!me.GetCreatureTemplate().TypeFlags.HasAnyFlag(CreatureTypeFlags.CanAssist))
return false;
//not a player
if (!who.GetVictim().GetCharmerOrOwnerPlayerOrPlayerItself())
return false;
//never attack friendly
if (me.IsFriendlyTo(who))
return false;
//too far away and no free sight?
if (me.IsWithinDistInMap(who, GetMaxPlayerDistance()) && me.IsWithinLOSInMap(who))
{
//already fighting someone?
if (!me.GetVictim())
{
AttackStart(who);
return true;
}
else
{
who.SetInCombatWith(me);
me.AddThreat(who, 0.0f);
return true;
}
}
return false;
}
public override void MoveInLineOfSight(Unit who)
{
if (me.HasReactState(ReactStates.Aggressive) && !me.HasUnitState(UnitState.Stunned) && who.isTargetableForAttack() && who.isInAccessiblePlaceFor(me))
{
if (HasEscortState(eEscortState.Escorting) && AssistPlayerInCombatAgainst(who))
return;
if (!me.CanFly() && me.GetDistanceZ(who) > SharedConst.CreatureAttackRangeZ)
return;
if (me.IsHostileTo(who))
{
float fAttackRadius = me.GetAttackDistance(who);
if (me.IsWithinDistInMap(who, fAttackRadius) && me.IsWithinLOSInMap(who))
{
if (!me.GetVictim())
{
// Clear distracted state on combat
if (me.HasUnitState(UnitState.Distracted))
{
me.ClearUnitState(UnitState.Distracted);
me.GetMotionMaster().Clear();
}
AttackStart(who);
}
else if (me.GetMap().IsDungeon())
{
who.SetInCombatWith(me);
me.AddThreat(who, 0.0f);
}
}
}
}
}
public override void JustDied(Unit killer)
{
if (!HasEscortState(eEscortState.Escorting) || m_uiPlayerGUID.IsEmpty() || m_pQuestForEscort == null)
return;
Player player = GetPlayerForEscort();
if (player)
{
Group group = player.GetGroup();
if (group)
{
for (GroupReference groupRef = group.GetFirstMember(); groupRef != null; groupRef = groupRef.next())
{
Player member = groupRef.GetSource();
if (member)
member.FailQuest(m_pQuestForEscort.Id);
}
}
else
player.FailQuest(m_pQuestForEscort.Id);
}
}
public override void JustRespawned()
{
m_uiEscortState = eEscortState.None;
if (!IsCombatMovementAllowed())
SetCombatMovement(true);
//add a small delay before going to first waypoint, normal in near all cases
m_uiWPWaitTimer = 2500;
if (me.getFaction() != me.GetCreatureTemplate().Faction)
me.RestoreFaction();
Reset();
}
void ReturnToLastPoint()
{
float x, y, z, o;
me.GetHomePosition(out x, out y, out z, out o);
me.GetMotionMaster().MovePoint(0xFFFFFF, x, y, z);
}
public override void EnterEvadeMode(EvadeReason why = EvadeReason.Other)
{
me.RemoveAllAuras();
me.DeleteThreatList();
me.CombatStop(true);
me.SetLootRecipient(null);
if (HasEscortState(eEscortState.Escorting))
{
AddEscortState(eEscortState.Returning);
ReturnToLastPoint();
Log.outDebug(LogFilter.Scripts, "EscortAI has left combat and is now returning to last point");
}
else
{
me.GetMotionMaster().MoveTargetedHome();
if (HasImmuneToNPCFlags)
me.SetFlag(UnitFields.Flags, UnitFlags.ImmuneToNpc);
Reset();
}
}
bool IsPlayerOrGroupInRange()
{
Player player = GetPlayerForEscort();
if (player)
{
Group group = player.GetGroup();
if (group)
{
for (GroupReference groupRef = group.GetFirstMember(); groupRef != null; groupRef = groupRef.next())
{
Player member = groupRef.GetSource();
if (member)
if (me.IsWithinDistInMap(member, GetMaxPlayerDistance()))
return true;
}
}
else if (me.IsWithinDistInMap(player, GetMaxPlayerDistance()))
return true;
}
return false;
}
public override void UpdateAI(uint diff)
{
//Waypoint Updating
if (HasEscortState(eEscortState.Escorting) && !me.GetVictim() && m_uiWPWaitTimer != 0 && !HasEscortState(eEscortState.Returning))
{
if (m_uiWPWaitTimer <= diff)
{
//End of the line
if (WPIndex == WaypointList.Count)
{
if (DespawnAtEnd)
{
Log.outDebug(LogFilter.Scripts, "EscortAI reached end of waypoints");
if (m_bCanReturnToStart)
{
float fRetX, fRetY, fRetZ;
me.GetRespawnPosition(out fRetX, out fRetY, out fRetZ);
me.GetMotionMaster().MovePoint(0xFFFFFE, fRetX, fRetY, fRetZ);
m_uiWPWaitTimer = 0;
Log.outDebug(LogFilter.Scripts, "EscortAI are returning home to spawn location: {0}, {1}, {2}, {3}", 0xFFFFFE, fRetX, fRetY, fRetZ);
return;
}
if (m_bCanInstantRespawn)
{
me.setDeathState(DeathState.JustDied);
me.Respawn();
}
else
me.DespawnOrUnsummon();
return;
}
else
{
Log.outDebug(LogFilter.Scripts, "EscortAI reached end of waypoints with Despawn off");
return;
}
}
if (!HasEscortState(eEscortState.Paused))
{
me.GetMotionMaster().MovePoint(GetCurrentWaypoint().id, GetCurrentWaypoint().x, GetCurrentWaypoint().y, GetCurrentWaypoint().z);
Log.outDebug(LogFilter.Scripts, "EscortAI start waypoint {0} ({1}, {2}, {3}).", GetCurrentWaypoint().id, GetCurrentWaypoint().x, GetCurrentWaypoint().y, GetCurrentWaypoint().z);
WaypointStart(GetCurrentWaypoint().id);
m_uiWPWaitTimer = 0;
}
}
else
m_uiWPWaitTimer -= diff;
}
//Check if player or any member of his group is within range
if (HasEscortState(eEscortState.Escorting) && !m_uiPlayerGUID.IsEmpty() && !me.GetVictim() && !HasEscortState(eEscortState.Returning))
{
if (m_uiPlayerCheckTimer <= diff)
{
if (DespawnAtFar && !IsPlayerOrGroupInRange())
{
Log.outDebug(LogFilter.Scripts, "EscortAI failed because player/group was to far away or not found");
if (m_bCanInstantRespawn)
{
me.setDeathState(DeathState.JustDied);
me.Respawn();
}
else
me.DespawnOrUnsummon();
return;
}
m_uiPlayerCheckTimer = 1000;
}
else
m_uiPlayerCheckTimer -= diff;
}
UpdateEscortAI(diff);
}
void UpdateEscortAI(uint diff)
{
if (!UpdateVictim())
return;
DoMeleeAttackIfReady();
}
public override void MovementInform(MovementGeneratorType moveType, uint pointId)
{
if (moveType != MovementGeneratorType.Point || !HasEscortState(eEscortState.Escorting))
return;
//Combat start position reached, continue waypoint movement
if (pointId == 0xFFFFFF)
{
Log.outDebug(LogFilter.Scripts, "EscortAI has returned to original position before combat");
me.SetWalk(!m_bIsRunning);
RemoveEscortState(eEscortState.Returning);
if (m_uiWPWaitTimer == 0)
m_uiWPWaitTimer = 1;
}
else if (pointId == 0xFFFFFE)
{
Log.outDebug(LogFilter.Scripts, "EscortAI has returned to original home location and will continue from beginning of waypoint list.");
WPIndex = 0;
m_uiWPWaitTimer = 1;
}
else
{
//Make sure that we are still on the right waypoint
if (GetCurrentWaypoint().id != pointId)
{
Log.outDebug(LogFilter.Server, "TSCR ERROR: EscortAI reached waypoint out of order {0}, expected {1}, creature entry {2}", pointId, GetCurrentWaypoint().id, me.GetEntry());
return;
}
Log.outDebug(LogFilter.Scripts, "EscortAI Waypoint {0} reached", GetCurrentWaypoint().id);
//Call WP function
WaypointReached(GetCurrentWaypoint().id);
m_uiWPWaitTimer = GetCurrentWaypoint().WaitTimeMs + 1;
++WPIndex;
}
}
public void AddWaypoint(uint id, float x, float y, float z, uint waitTime = 0)
{
Escort_Waypoint t = new Escort_Waypoint(id, x, y, z, waitTime);
WaypointList.Add(t);
ScriptWP = true;
}
void FillPointMovementListForCreature()
{
var movePoints = Global.ScriptMgr.GetPointMoveList(me.GetEntry());
if (movePoints.Empty())
return;
foreach (var pointMove in movePoints)
{
Escort_Waypoint point = new Escort_Waypoint(pointMove.uiPointId, pointMove.fX, pointMove.fY, pointMove.fZ, pointMove.uiWaitTime);
WaypointList.Add(point);
}
}
public void SetRun(bool on = true)
{
if (on)
{
if (!m_bIsRunning)
me.SetWalk(false);
else
Log.outDebug(LogFilter.Scripts, "EscortAI attempt to set run mode, but is already running.");
}
else
{
if (m_bIsRunning)
me.SetWalk(true);
else
Log.outDebug(LogFilter.Scripts, "EscortAI attempt to set walk mode, but is already walking.");
}
m_bIsRunning = on;
}
/// todo get rid of this many variables passed in function.
public void Start(bool isActiveAttacker = true, bool run = false, ObjectGuid playerGUID = default(ObjectGuid), Quest quest = null, bool instantRespawn = false, bool canLoopPath = false, bool resetWaypoints = true)
{
if (me.GetVictim())
{
Log.outError(LogFilter.Server, "TSCR ERROR: EscortAI (script: {0}, creature entry: {1}) attempts to Start while in combat", me.GetScriptName(), me.GetEntry());
return;
}
if (HasEscortState(eEscortState.Escorting))
{
Log.outError(LogFilter.Scripts, "EscortAI (script: {0}, creature entry: {1}) attempts to Start while already escorting", me.GetScriptName(), me.GetEntry());
return;
}
if (!ScriptWP && resetWaypoints) // sd2 never adds wp in script, but tc does
{
if (!WaypointList.Empty())
WaypointList.Clear();
FillPointMovementListForCreature();
}
if (WaypointList.Empty())
{
Log.outError(LogFilter.Scripts, "EscortAI (script: {0}, creature entry: {1}) starts with 0 waypoints (possible missing entry in script_waypoint. Quest: {2}).",
me.GetScriptName(), me.GetEntry(), quest != null ? quest.Id : 0);
return;
}
//set variables
m_bIsActiveAttacker = isActiveAttacker;
m_bIsRunning = run;
m_uiPlayerGUID = playerGUID;
m_pQuestForEscort = quest;
m_bCanInstantRespawn = instantRespawn;
m_bCanReturnToStart = canLoopPath;
if (m_bCanReturnToStart && m_bCanInstantRespawn)
Log.outDebug(LogFilter.Scripts, "EscortAI is set to return home after waypoint end and instant respawn at waypoint end. Creature will never despawn.");
if (me.GetMotionMaster().GetCurrentMovementGeneratorType() == MovementGeneratorType.Waypoint)
{
me.GetMotionMaster().MovementExpired();
me.GetMotionMaster().MoveIdle();
Log.outDebug(LogFilter.Scripts, "EscortAI start with WAYPOINT_MOTION_TYPE, changed to MoveIdle.");
}
//disable npcflags
me.SetUInt64Value(UnitFields.NpcFlags, (ulong)NPCFlags.None);
if (me.HasFlag(UnitFields.Flags, UnitFlags.ImmuneToNpc))
{
HasImmuneToNPCFlags = true;
me.RemoveFlag(UnitFields.Flags, UnitFlags.ImmuneToNpc);
}
Log.outDebug(LogFilter.Scripts, "EscortAI started with {0} waypoints. ActiveAttacker = {1}, Run = {2}, PlayerGUID = {3}", WaypointList.Count, m_bIsActiveAttacker, m_bIsRunning, m_uiPlayerGUID);
WPIndex = 0;
//Set initial speed
if (m_bIsRunning)
me.SetWalk(false);
else
me.SetWalk(true);
AddEscortState(eEscortState.Escorting);
}
public void SetEscortPaused(bool on)
{
if (!HasEscortState(eEscortState.Escorting))
return;
if (on)
AddEscortState(eEscortState.Paused);
else
RemoveEscortState(eEscortState.Paused);
}
bool SetNextWaypoint(uint pointId, float x, float y, float z, float orientation)
{
me.UpdatePosition(x, y, z, orientation);
return SetNextWaypoint(pointId, false, true);
}
bool SetNextWaypoint(uint pointId, bool setPosition, bool resetWaypointsOnFail)
{
if (!WaypointList.Empty())
WaypointList.Clear();
FillPointMovementListForCreature();
if (WaypointList.Empty())
return false;
int size = WaypointList.Count;
Escort_Waypoint waypoint = new Escort_Waypoint(0, 0, 0, 0, 0);
do
{
waypoint = WaypointList.FirstOrDefault();
WaypointList.RemoveAt(0);
if (waypoint.id == pointId)
{
if (setPosition)
me.UpdatePosition(waypoint.x, waypoint.y, waypoint.z, me.GetOrientation());
WPIndex = 0;
return true;
}
}
while (!WaypointList.Empty());
// we failed.
// we reset the waypoints in the start; if we pulled any, reset it again
if (resetWaypointsOnFail && size != WaypointList.Count)
{
if (!WaypointList.Empty())
WaypointList.Clear();
FillPointMovementListForCreature();
}
return false;
}
public bool GetWaypointPosition(uint pointId, ref float x, ref float y, ref float z)
{
var waypoints = Global.ScriptMgr.GetPointMoveList(me.GetEntry());
if (waypoints.Empty())
return false;
foreach (var point in waypoints)
{
if (point.uiPointId == pointId)
{
x = point.fX;
y = point.fY;
z = point.fZ;
return true;
}
}
return false;
}
public virtual void WaypointReached(uint pointId) { }
public virtual void WaypointStart(uint pointId) { }
public bool HasEscortState(eEscortState escortState) { return m_uiEscortState.HasAnyFlag(escortState); }
public override bool IsEscorted() { return m_uiEscortState.HasAnyFlag(eEscortState.Escorting); }
public void SetMaxPlayerDistance(float newMax) { MaxPlayerDistance = newMax; }
public float GetMaxPlayerDistance() { return MaxPlayerDistance; }
public void SetDespawnAtEnd(bool despawn) { DespawnAtEnd = despawn; }
public void SetDespawnAtFar(bool despawn) { DespawnAtFar = despawn; }
public bool GetAttack() { return m_bIsActiveAttacker; }//used in EnterEvadeMode override
public void SetCanAttack(bool attack) { m_bIsActiveAttacker = attack; }
public ObjectGuid GetEventStarterGUID() { return m_uiPlayerGUID; }
public Player GetPlayerForEscort() { return Global.ObjAccessor.GetPlayer(me, m_uiPlayerGUID); }
void AddEscortState(eEscortState escortState) { m_uiEscortState |= escortState; }
void RemoveEscortState(eEscortState escortState) { m_uiEscortState &= ~escortState; }
ObjectGuid m_uiPlayerGUID;
uint m_uiWPWaitTimer;
uint m_uiPlayerCheckTimer;
eEscortState m_uiEscortState;
float MaxPlayerDistance;
Quest m_pQuestForEscort; //generally passed in Start() when regular escort script.
List<Escort_Waypoint> WaypointList = new List<Escort_Waypoint>();
Escort_Waypoint GetCurrentWaypoint()
{
return WaypointList[WPIndex];
}
int WPIndex;
bool m_bIsActiveAttacker; //obsolete, determined by faction.
bool m_bIsRunning; //all creatures are walking by default (has flag MOVEMENTFLAG_WALK)
bool m_bCanInstantRespawn; //if creature should respawn instantly after escort over (if not, database respawntime are used)
bool m_bCanReturnToStart; //if creature can walk same path (loop) without despawn. Not for regular escort quests.
bool DespawnAtEnd;
bool DespawnAtFar;
bool ScriptWP;
bool HasImmuneToNPCFlags;
}
public class Escort_Waypoint
{
public Escort_Waypoint(uint _id, float _x, float _y, float _z, uint _w)
{
id = _id;
x = _x;
y = _y;
z = _z;
WaitTimeMs = _w;
}
public uint id;
public float x;
public float y;
public float z;
public uint WaitTimeMs;
}
public enum eEscortState
{
None = 0x000, //nothing in progress
Escorting = 0x001, //escort are in progress
Returning = 0x002, //escort is returning after being in combat
Paused = 0x004 //will not proceed with waypoints before state is removed
}
}
@@ -0,0 +1,394 @@
/*
* 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 Game.Groups;
using System;
namespace Game.AI
{
enum eFollowState
{
None = 0x000,
Inprogress = 0x001, //must always have this state for any follow
Returning = 0x002, //when returning to combat start after being in combat
Paused = 0x004, //disables following
Complete = 0x008, //follow is completed and may end
PreEvent = 0x010, //not implemented (allow pre event to run, before follow is initiated)
PostEvent = 0x020 //can be set at complete and allow post event to run
}
class FollowerAI : ScriptedAI
{
public FollowerAI(Creature creature) : base(creature)
{
m_uiUpdateFollowTimer = 2500;
m_uiFollowState = eFollowState.None;
m_pQuestForFollow = null;
}
public override void AttackStart(Unit who)
{
if (!who)
return;
if (me.Attack(who, true))
{
me.AddThreat(who, 0.0f);
me.SetInCombatWith(who);
who.SetInCombatWith(me);
if (me.HasUnitState(UnitState.Follow))
me.ClearUnitState(UnitState.Follow);
if (IsCombatMovementAllowed())
me.GetMotionMaster().MoveChase(who);
}
}
//This part provides assistance to a player that are attacked by who, even if out of normal aggro range
//It will cause me to attack who that are attacking _any_ player (which has been confirmed may happen also on offi)
//The flag (type_flag) is unconfirmed, but used here for further research and is a good candidate.
bool AssistPlayerInCombatAgainst(Unit who)
{
if (!who || !who.GetVictim())
return false;
//experimental (unknown) flag not present
if (!me.GetCreatureTemplate().TypeFlags.HasAnyFlag(CreatureTypeFlags.CanAssist))
return false;
//not a player
if (!who.GetVictim().GetCharmerOrOwnerPlayerOrPlayerItself())
return false;
//never attack friendly
if (me.IsFriendlyTo(who))
return false;
//too far away and no free sight?
if (me.IsWithinDistInMap(who, 100.0f) && me.IsWithinLOSInMap(who))
{
//already fighting someone?
if (!me.GetVictim())
{
AttackStart(who);
return true;
}
else
{
who.SetInCombatWith(me);
me.AddThreat(who, 0.0f);
return true;
}
}
return false;
}
public override void MoveInLineOfSight(Unit who)
{
if (me.HasReactState(ReactStates.Aggressive) && !me.HasUnitState(UnitState.Stunned) && who.isTargetableForAttack() && who.isInAccessiblePlaceFor(me))
{
if (HasFollowState(eFollowState.Inprogress) && AssistPlayerInCombatAgainst(who))
return;
if (!me.CanFly() && me.GetDistanceZ(who) > SharedConst.CreatureAttackRangeZ)
return;
if (me.IsHostileTo(who))
{
float fAttackRadius = me.GetAttackDistance(who);
if (me.IsWithinDistInMap(who, fAttackRadius) && me.IsWithinLOSInMap(who))
{
if (!me.GetVictim())
{
// Clear distracted state on combat
if (me.HasUnitState(UnitState.Distracted))
{
me.ClearUnitState(UnitState.Distracted);
me.GetMotionMaster().Clear();
}
AttackStart(who);
}
else if (me.GetMap().IsDungeon())
{
who.SetInCombatWith(me);
me.AddThreat(who, 0.0f);
}
}
}
}
}
public override void JustDied(Unit killer)
{
if (!HasFollowState(eFollowState.Inprogress) || m_uiLeaderGUID.IsEmpty() || m_pQuestForFollow == null)
return;
/// @todo need a better check for quests with time limit.
Player player = GetLeaderForFollower();
if (player)
{
Group group = player.GetGroup();
if (group)
{
for (GroupReference groupRef = group.GetFirstMember(); groupRef != null; groupRef = groupRef.next())
{
Player member = groupRef.GetSource();
if (member)
member.FailQuest(m_pQuestForFollow.Id);
}
}
else
player.FailQuest(m_pQuestForFollow.Id);
}
}
public override void JustRespawned()
{
m_uiFollowState = eFollowState.None;
if (!IsCombatMovementAllowed())
SetCombatMovement(true);
if (me.getFaction() != me.GetCreatureTemplate().Faction)
me.SetFaction(me.GetCreatureTemplate().Faction);
Reset();
}
public override void EnterEvadeMode(EvadeReason why)
{
me.RemoveAllAuras();
me.DeleteThreatList();
me.CombatStop(true);
me.SetLootRecipient(null);
if (HasFollowState(eFollowState.Inprogress))
{
Log.outDebug(LogFilter.Scripts, "FollowerAI left combat, returning to CombatStartPosition.");
if (me.GetMotionMaster().GetCurrentMovementGeneratorType() == MovementGeneratorType.Chase)
{
float fPosX, fPosY, fPosZ;
me.GetPosition(out fPosX, out fPosY, out fPosZ);
me.GetMotionMaster().MovePoint(0xFFFFFF, fPosX, fPosY, fPosZ);
}
}
else
{
if (me.GetMotionMaster().GetCurrentMovementGeneratorType() == MovementGeneratorType.Chase)
me.GetMotionMaster().MoveTargetedHome();
}
Reset();
}
public override void UpdateAI(uint uiDiff)
{
if (HasFollowState(eFollowState.Inprogress) && !me.GetVictim())
{
if (m_uiUpdateFollowTimer <= uiDiff)
{
if (HasFollowState(eFollowState.Complete) && !HasFollowState(eFollowState.PostEvent))
{
Log.outDebug(LogFilter.Scripts, "FollowerAI is set completed, despawns.");
me.DespawnOrUnsummon();
return;
}
bool bIsMaxRangeExceeded = true;
Player player = GetLeaderForFollower();
if (player)
{
if (HasFollowState(eFollowState.Returning))
{
Log.outDebug(LogFilter.Scripts, "FollowerAI is returning to leader.");
RemoveFollowState(eFollowState.Returning);
me.GetMotionMaster().MoveFollow(player, SharedConst.PetFollowDist, SharedConst.PetFollowAngle);
return;
}
Group group = player.GetGroup();
if (group)
{
for (GroupReference groupRef = group.GetFirstMember(); groupRef != null; groupRef = groupRef.next())
{
Player member = groupRef.GetSource();
if (member && me.IsWithinDistInMap(member, 100.0f))
{
bIsMaxRangeExceeded = false;
break;
}
}
}
else
{
if (me.IsWithinDistInMap(player, 100.0f))
bIsMaxRangeExceeded = false;
}
}
if (bIsMaxRangeExceeded)
{
Log.outDebug(LogFilter.Scripts, "FollowerAI failed because player/group was to far away or not found");
me.DespawnOrUnsummon();
return;
}
m_uiUpdateFollowTimer = 1000;
}
else
m_uiUpdateFollowTimer -= uiDiff;
}
UpdateFollowerAI(uiDiff);
}
void UpdateFollowerAI(uint diff)
{
if (!UpdateVictim())
return;
DoMeleeAttackIfReady();
}
public override void MovementInform(MovementGeneratorType motionType, uint pointId)
{
if (motionType != MovementGeneratorType.Point || !HasFollowState(eFollowState.Inprogress))
return;
if (pointId == 0xFFFFFF)
{
if (GetLeaderForFollower())
{
if (!HasFollowState(eFollowState.Paused))
AddFollowState(eFollowState.Returning);
}
else
me.DespawnOrUnsummon();
}
}
void StartFollow(Player player, uint factionForFollower = 0, Quest quest = null)
{
if (me.GetVictim())
{
Log.outDebug(LogFilter.Scripts, "FollowerAI attempt to StartFollow while in combat.");
return;
}
if (HasFollowState(eFollowState.Inprogress))
{
Log.outError(LogFilter.Scenario, "FollowerAI attempt to StartFollow while already following.");
return;
}
//set variables
m_uiLeaderGUID = player.GetGUID();
if (factionForFollower != 0)
me.SetFaction(factionForFollower);
m_pQuestForFollow = quest;
if (me.GetMotionMaster().GetCurrentMovementGeneratorType() == MovementGeneratorType.Waypoint)
{
me.GetMotionMaster().Clear();
me.GetMotionMaster().MoveIdle();
Log.outDebug(LogFilter.Scripts, "FollowerAI start with WAYPOINT_MOTION_TYPE, set to MoveIdle.");
}
me.SetUInt64Value(UnitFields.NpcFlags, (uint)NPCFlags.None);
AddFollowState(eFollowState.Inprogress);
me.GetMotionMaster().MoveFollow(player, SharedConst.PetFollowDist, SharedConst.PetFollowAngle);
Log.outDebug(LogFilter.Scripts, "FollowerAI start follow {0} ({1})", player.GetName(), m_uiLeaderGUID.ToString());
}
Player GetLeaderForFollower()
{
Player player = Global.ObjAccessor.GetPlayer(me, m_uiLeaderGUID);
if (player)
{
if (player.IsAlive())
return player;
else
{
Group group = player.GetGroup();
if (group)
{
for (GroupReference groupRef = group.GetFirstMember(); groupRef != null; groupRef = groupRef.next())
{
Player member = groupRef.GetSource();
if (member && member.IsAlive() && me.IsWithinDistInMap(member, 100.0f))
{
Log.outDebug(LogFilter.Scripts, "FollowerAI GetLeader changed and returned new leader.");
m_uiLeaderGUID = member.GetGUID();
return member;
}
}
}
}
}
Log.outDebug(LogFilter.Scripts, "FollowerAI GetLeader can not find suitable leader.");
return null;
}
void SetFollowComplete(bool bWithEndEvent = false)
{
if (me.HasUnitState(UnitState.Follow))
{
me.ClearUnitState(UnitState.Follow);
me.StopMoving();
me.GetMotionMaster().Clear();
me.GetMotionMaster().MoveIdle();
}
if (bWithEndEvent)
AddFollowState(eFollowState.PostEvent);
else
{
if (HasFollowState(eFollowState.PostEvent))
RemoveFollowState(eFollowState.PostEvent);
}
AddFollowState(eFollowState.Complete);
}
bool HasFollowState(eFollowState uiFollowState) { return (m_uiFollowState & uiFollowState) != 0; }
void AddFollowState(eFollowState uiFollowState) { m_uiFollowState |= uiFollowState; }
void RemoveFollowState(eFollowState uiFollowState) { m_uiFollowState &= ~uiFollowState; }
ObjectGuid m_uiLeaderGUID;
uint m_uiUpdateFollowTimer;
eFollowState m_uiFollowState;
Quest m_pQuestForFollow; //normally we have a quest
}
}