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:
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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 Game.Spells;
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using System.Collections.Generic;
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using System.Diagnostics.Contracts;
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using System.Linq;
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namespace Game.Combat
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{
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public class ThreatManager
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{
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public ThreatManager(Unit owner)
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{
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currentVictim = null;
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Owner = owner;
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updateTimer = ThreatUpdateInternal;
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threatContainer = new ThreatContainer();
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threatOfflineContainer = new ThreatContainer();
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}
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const int ThreatUpdateInternal = 1 * Time.InMilliseconds;
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public void clearReferences()
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{
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threatContainer.clearReferences();
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threatOfflineContainer.clearReferences();
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currentVictim = null;
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updateTimer = ThreatUpdateInternal;
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}
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public void addThreat(Unit victim, float threat, SpellSchoolMask schoolMask = SpellSchoolMask.Normal, SpellInfo threatSpell = null)
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{
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if (!isValidProcess(victim, Owner, threatSpell))
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return;
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doAddThreat(victim, calcThreat(victim, Owner, threat, schoolMask, threatSpell));
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}
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public void doAddThreat(Unit victim, float threat)
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{
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uint redirectThreadPct = victim.GetRedirectThreatPercent();
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// must check > 0.0f, otherwise dead loop
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if (threat > 0.0f && redirectThreadPct != 0)
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{
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Unit redirectTarget = victim.GetRedirectThreatTarget();
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if (redirectTarget != null)
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{
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float redirectThreat = MathFunctions.CalculatePct(threat, redirectThreadPct);
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threat -= redirectThreat;
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_addThreat(redirectTarget, redirectThreat);
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}
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}
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_addThreat(victim, threat);
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}
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void _addThreat(Unit victim, float threat)
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{
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var reff = threatContainer.addThreat(victim, threat);
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// Ref is not in the online refs, search the offline refs next
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if (reff == null)
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reff = threatOfflineContainer.addThreat(victim, threat);
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if (reff == null) // there was no ref => create a new one
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{
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bool isFirst = threatContainer.empty();
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// threat has to be 0 here
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var hostileRef = new HostileReference(victim, this, 0);
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threatContainer.addReference(hostileRef);
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hostileRef.addThreat(threat); // now we add the real threat
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if (victim.IsTypeId(TypeId.Player) && victim.ToPlayer().IsGameMaster())
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hostileRef.setOnlineOfflineState(false); // GM is always offline
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else if (isFirst)
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setCurrentVictim(hostileRef);
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}
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}
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public void modifyThreatPercent(Unit victim, int percent)
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{
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threatContainer.modifyThreatPercent(victim, percent);
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}
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public Unit getHostilTarget()
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{
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threatContainer.update();
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HostileReference nextVictim = threatContainer.selectNextVictim(GetOwner().ToCreature(), getCurrentVictim());
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setCurrentVictim(nextVictim);
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return getCurrentVictim() != null ? getCurrentVictim().getTarget() : null;
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}
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public float getThreat(Unit victim, bool alsoSearchOfflineList = false)
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{
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float threat = 0.0f;
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HostileReference refe = threatContainer.getReferenceByTarget(victim);
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if (refe == null && alsoSearchOfflineList)
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refe = threatOfflineContainer.getReferenceByTarget(victim);
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if (refe != null)
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threat = refe.getThreat();
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return threat;
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}
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void tauntApply(Unit taunter)
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{
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HostileReference refe = threatContainer.getReferenceByTarget(taunter);
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if (getCurrentVictim() != null && refe != null && (refe.getThreat() < getCurrentVictim().getThreat()))
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{
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if (refe.getTempThreatModifier() == 0.0f) // Ok, temp threat is unused
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refe.setTempThreat(getCurrentVictim().getThreat());
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}
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}
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void tauntFadeOut(Unit taunter)
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{
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HostileReference refe = threatContainer.getReferenceByTarget(taunter);
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if (refe != null)
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refe.resetTempThreat();
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}
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public void setCurrentVictim(HostileReference pHostileReference)
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{
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if (pHostileReference != null && pHostileReference != currentVictim)
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{
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Owner.SendChangeCurrentVictim(pHostileReference);
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}
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currentVictim = pHostileReference;
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}
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public void processThreatEvent(ThreatRefStatusChangeEvent threatRefStatusChangeEvent)
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{
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threatRefStatusChangeEvent.setThreatManager(this); // now we can set the threat manager
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HostileReference hostilRef = threatRefStatusChangeEvent.getReference();
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switch (threatRefStatusChangeEvent.getType())
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{
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case UnitEventTypes.ThreatRefThreatChange:
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if ((getCurrentVictim() == hostilRef && threatRefStatusChangeEvent.getFValue() < 0.0f) ||
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(getCurrentVictim() != hostilRef && threatRefStatusChangeEvent.getFValue() > 0.0f))
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setDirty(true); // the order in the threat list might have changed
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break;
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case UnitEventTypes.ThreatRefOnlineStatus:
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if (!hostilRef.isOnline())
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{
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if (hostilRef == getCurrentVictim())
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{
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setCurrentVictim(null);
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setDirty(true);
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}
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Owner.SendRemoveFromThreatList(hostilRef);
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threatContainer.remove(hostilRef);
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threatOfflineContainer.addReference(hostilRef);
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}
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else
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{
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if (getCurrentVictim() != null && hostilRef.getThreat() > (1.1f * getCurrentVictim().getThreat()))
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setDirty(true);
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threatContainer.addReference(hostilRef);
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threatOfflineContainer.remove(hostilRef);
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}
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break;
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case UnitEventTypes.ThreatRefRemoveFromList:
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if (hostilRef == getCurrentVictim())
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{
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setCurrentVictim(null);
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setDirty(true);
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}
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Owner.SendRemoveFromThreatList(hostilRef);
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if (hostilRef.isOnline())
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threatContainer.remove(hostilRef);
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else
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threatOfflineContainer.remove(hostilRef);
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break;
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}
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}
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public bool isNeedUpdateToClient(uint time)
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{
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if (isThreatListEmpty())
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return false;
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if (time >= updateTimer)
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{
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updateTimer = ThreatUpdateInternal;
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return true;
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}
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updateTimer -= time;
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return false;
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}
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// Reset all aggro without modifying the threatlist.
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void resetAllAggro()
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{
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var threatList = threatContainer.threatList;
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if (threatList.Empty())
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return;
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foreach (var refe in threatList)
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refe.setThreat(0);
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setDirty(true);
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}
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public bool isThreatListEmpty()
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{
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return threatContainer.empty();
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}
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public HostileReference getCurrentVictim()
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{
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return currentVictim;
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}
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public Unit GetOwner()
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{
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return Owner;
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}
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void setDirty(bool isDirty)
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{
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threatContainer.setDirty(isDirty);
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}
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public List<HostileReference> getThreatList() { return threatContainer.getThreatList(); }
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public List<HostileReference> getOfflineThreatList() { return threatOfflineContainer.getThreatList(); }
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public ThreatContainer getOnlineContainer() { return threatContainer; }
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// The hatingUnit is not used yet
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public static float calcThreat(Unit hatedUnit, Unit hatingUnit, float threat, SpellSchoolMask schoolMask = SpellSchoolMask.Normal, SpellInfo threatSpell = null)
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{
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if (threatSpell != null)
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{
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var threatEntry = Global.SpellMgr.GetSpellThreatEntry(threatSpell.Id);
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if (threatEntry != null)
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if (threatEntry.pctMod != 1.0f)
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threat *= threatEntry.pctMod;
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// Energize is not affected by Mods
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foreach (SpellEffectInfo effect in threatSpell.GetEffectsForDifficulty(hatedUnit.GetMap().GetDifficultyID()))
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if (effect != null && (effect.Effect == SpellEffectName.Energize || effect.ApplyAuraName == AuraType.PeriodicEnergize))
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return threat;
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Player modOwner = hatedUnit.GetSpellModOwner();
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if (modOwner != null)
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modOwner.ApplySpellMod(threatSpell.Id, SpellModOp.Threat, ref threat);
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}
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return hatedUnit.ApplyTotalThreatModifier(threat, schoolMask);
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}
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public static bool isValidProcess(Unit hatedUnit, Unit hatingUnit, SpellInfo threatSpell)
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{
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//function deals with adding threat and adding players and pets into ThreatList
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//mobs, NPCs, guards have ThreatList and HateOfflineList
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//players and pets have only InHateListOf
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//HateOfflineList is used co contain unattackable victims (in-flight, in-water, GM etc.)
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if (hatedUnit == null || hatingUnit == null)
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return false;
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// not to self
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if (hatedUnit == hatingUnit)
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return false;
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// not to GM
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if (hatedUnit.IsTypeId(TypeId.Player) && hatedUnit.ToPlayer().IsGameMaster())
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return false;
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// not to dead and not for dead
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if (!hatedUnit.IsAlive() || !hatingUnit.IsAlive())
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return false;
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// not in same map or phase
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if (!hatedUnit.IsInMap(hatingUnit) || !hatedUnit.IsInPhase(hatingUnit))
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return false;
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// spell not causing threat
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if (threatSpell != null && threatSpell.HasAttribute(SpellAttr1.NoThreat))
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return false;
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Contract.Assert(hatingUnit.IsTypeId(TypeId.Unit));
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return true;
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}
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Unit Owner;
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HostileReference currentVictim;
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uint updateTimer;
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ThreatContainer threatContainer;
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ThreatContainer threatOfflineContainer;
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}
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public class ThreatContainer
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{
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public ThreatContainer()
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{
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threatList = new List<HostileReference>();
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iDirty = false;
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}
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public void clearReferences()
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{
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foreach (var reff in threatList)
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{
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reff.unlink();
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}
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threatList.Clear();
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}
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public HostileReference getReferenceByTarget(Unit victim)
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{
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if (victim == null)
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return null;
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ObjectGuid guid = victim.GetGUID();
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foreach (var reff in threatList)
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{
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if (reff != null && reff.getUnitGuid() == guid)
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return reff;
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}
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return null;
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}
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public HostileReference addThreat(Unit victim, float threat)
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{
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var reff = getReferenceByTarget(victim);
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if (reff != null)
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reff.addThreat(threat);
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return reff;
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}
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public void modifyThreatPercent(Unit victim, int percent)
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{
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HostileReference refe = getReferenceByTarget(victim);
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if (refe != null)
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refe.addThreatPercent(percent);
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}
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public void update()
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{
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if (iDirty && threatList.Count > 1)
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threatList = threatList.OrderByDescending(p => p.getThreat()).ToList();
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iDirty = false;
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}
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public HostileReference selectNextVictim(Creature attacker, HostileReference currentVictim)
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{
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HostileReference currentRef = null;
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bool found = false;
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bool noPriorityTargetFound = false;
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for (var i = 0; i < threatList.Count; i++)
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{
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if (found)
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break;
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currentRef = threatList[i];
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Unit target = currentRef.getTarget();
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Contract.Assert(target); // if the ref has status online the target must be there !
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// some units are prefered in comparison to others
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if (!noPriorityTargetFound && (target.IsImmunedToDamage(attacker.GetMeleeDamageSchoolMask()) || target.HasNegativeAuraWithInterruptFlag((uint)SpellAuraInterruptFlags.TakeDamage)))
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{
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if (i != threatList.Count - 1)
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{
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// current victim is a second choice target, so don't compare threat with it below
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if (currentRef == currentVictim)
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currentVictim = null;
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continue;
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}
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else
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{
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// if we reached to this point, everyone in the threatlist is a second choice target. In such a situation the target with the highest threat should be attacked.
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noPriorityTargetFound = true;
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i = 0;
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continue;
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}
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}
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if (attacker.CanCreatureAttack(target)) // skip non attackable currently targets
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{
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if (currentVictim != null) // select 1.3/1.1 better target in comparison current target
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{
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// list sorted and and we check current target, then this is best case
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if (currentVictim == currentRef || currentRef.getThreat() <= 1.1f * currentVictim.getThreat())
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{
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if (currentVictim != currentRef && attacker.CanCreatureAttack(currentVictim.getTarget()))
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currentRef = currentVictim; // for second case, if currentvictim is attackable
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found = true;
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break;
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}
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if (currentRef.getThreat() > 1.3f * currentVictim.getThreat() ||
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(currentRef.getThreat() > 1.1f * currentVictim.getThreat() &&
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attacker.IsWithinMeleeRange(target)))
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{ //implement 110% threat rule for targets in melee range
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found = true; //and 130% rule for targets in ranged distances
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break; //for selecting alive targets
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}
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}
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else // select any
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{
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found = true;
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break;
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}
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}
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}
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if (!found)
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currentRef = null;
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return currentRef;
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}
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public void setDirty(bool isDirty)
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{
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iDirty = isDirty;
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}
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bool isDirty()
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{
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return iDirty;
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}
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public bool empty()
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{
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return threatList.Empty();
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}
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public HostileReference getMostHated()
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{
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return threatList.Count() == 0 ? null : threatList[0];
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}
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public void remove(HostileReference hostileRef)
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{
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threatList.Remove(hostileRef);
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}
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public void addReference(HostileReference hostileRef)
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{
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threatList.Add(hostileRef);
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}
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public List<HostileReference> getThreatList() { return threatList; }
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public List<HostileReference> threatList { get; set; }
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bool iDirty;
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}
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}
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Reference in New Issue
Block a user