Core/Movement: Smooth movement
This commit is contained in:
@@ -102,9 +102,9 @@ namespace Game.AI
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switch (creature.m_defaultMovementType)
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{
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case MovementGeneratorType.Random:
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return new RandomMovementGenerator<Creature>();
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return new RandomMovementGenerator();
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case MovementGeneratorType.Waypoint:
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return new WaypointMovementGenerator<Creature>();
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return new WaypointMovementGenerator();
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}
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return null;
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}
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@@ -21,6 +21,8 @@ using Game.Groups;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Game.Movement;
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using Game.Maps;
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namespace Game.AI
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{
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@@ -29,10 +31,11 @@ namespace Game.AI
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public npc_escortAI(Creature creature) : base(creature)
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{
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m_uiPlayerGUID = ObjectGuid.Empty;
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m_uiWPWaitTimer = 2500;
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m_uiPlayerCheckTimer = 1000;
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m_uiWPWaitTimer = 1000;
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m_uiPlayerCheckTimer = 0;
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m_uiEscortState = eEscortState.None;
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MaxPlayerDistance = 50;
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LastWP = 0;
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m_pQuestForEscort = null;
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m_bIsActiveAttacker = true;
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m_bIsRunning = false;
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@@ -42,21 +45,8 @@ namespace Game.AI
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DespawnAtFar = true;
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ScriptWP = false;
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HasImmuneToNPCFlags = false;
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}
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public override void AttackStart(Unit who)
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{
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if (!who)
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return;
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if (me.Attack(who, true))
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{
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if (me.GetMotionMaster().GetCurrentMovementGeneratorType() == MovementGeneratorType.Point)
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me.GetMotionMaster().MovementExpired();
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if (IsCombatMovementAllowed())
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me.GetMotionMaster().MoveChase(who);
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}
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m_bStarted = false;
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m_bEnded = false;
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}
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//see followerAI
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@@ -99,38 +89,15 @@ namespace Game.AI
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public override void MoveInLineOfSight(Unit who)
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{
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if (me.GetVictim())
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return;
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if (me.HasReactState(ReactStates.Aggressive) && !me.HasUnitState(UnitState.Stunned) && who.isTargetableForAttack() && who.isInAccessiblePlaceFor(me))
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{
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if (HasEscortState(eEscortState.Escorting) && AssistPlayerInCombatAgainst(who))
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return;
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if (!me.CanFly() && me.GetDistanceZ(who) > SharedConst.CreatureAttackRangeZ)
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return;
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if (me.IsHostileTo(who))
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{
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float fAttackRadius = me.GetAttackDistance(who);
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if (me.IsWithinDistInMap(who, fAttackRadius) && me.IsWithinLOSInMap(who))
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{
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if (!me.GetVictim())
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{
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// Clear distracted state on combat
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if (me.HasUnitState(UnitState.Distracted))
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{
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me.ClearUnitState(UnitState.Distracted);
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me.GetMotionMaster().Clear();
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}
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AttackStart(who);
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}
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else if (me.GetMap().IsDungeon())
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{
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who.SetInCombatWith(me);
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me.AddThreat(who, 0.0f);
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}
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}
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}
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}
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if (me.CanStartAttack(who, false))
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AttackStart(who);
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}
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public override void JustDied(Unit killer)
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@@ -158,13 +125,13 @@ namespace Game.AI
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public override void JustRespawned()
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{
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m_uiEscortState = eEscortState.None;
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RemoveEscortState(eEscortState.Escorting | eEscortState.Returning | eEscortState.Paused);
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if (!IsCombatMovementAllowed())
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SetCombatMovement(true);
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//add a small delay before going to first waypoint, normal in near all cases
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m_uiWPWaitTimer = 2500;
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m_uiWPWaitTimer = 1000;
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if (me.getFaction() != me.GetCreatureTemplate().Faction)
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me.RestoreFaction();
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@@ -174,9 +141,8 @@ namespace Game.AI
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void ReturnToLastPoint()
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{
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float x, y, z, o;
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me.GetHomePosition(out x, out y, out z, out o);
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me.GetMotionMaster().MovePoint(0xFFFFFF, x, y, z);
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me.SetWalk(false);
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me.GetMotionMaster().MovePoint(0xFFFFFF, me.GetHomePosition());
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}
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public override void EnterEvadeMode(EvadeReason why = EvadeReason.Other)
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@@ -226,57 +192,62 @@ namespace Game.AI
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public override void UpdateAI(uint diff)
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{
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//Waypoint Updating
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if (HasEscortState(eEscortState.Escorting) && !me.GetVictim() && m_uiWPWaitTimer != 0 && !HasEscortState(eEscortState.Returning))
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{
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if (m_uiWPWaitTimer <= diff)
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{
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//End of the line
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if (WPIndex == WaypointList.Count)
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if (!HasEscortState(eEscortState.Paused))
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{
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if (DespawnAtEnd)
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m_uiWPWaitTimer = 0;
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if (m_bEnded)
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{
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Log.outDebug(LogFilter.Scripts, "EscortAI reached end of waypoints");
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me.StopMoving();
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me.GetMotionMaster().Clear(false);
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me.GetMotionMaster().MoveIdle();
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if (m_bCanReturnToStart)
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m_bEnded = false;
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if (DespawnAtEnd)
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{
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float fRetX, fRetY, fRetZ;
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me.GetRespawnPosition(out fRetX, out fRetY, out fRetZ);
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Log.outDebug(LogFilter.Scripts, "EscortAI reached end of waypoints");
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me.GetMotionMaster().MovePoint(0xFFFFFE, fRetX, fRetY, fRetZ);
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if (m_bCanReturnToStart)
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{
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float fRetX, fRetY, fRetZ;
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me.GetRespawnPosition(out fRetX, out fRetY, out fRetZ);
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m_uiWPWaitTimer = 0;
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me.GetMotionMaster().MovePoint(EscortPointIds.Home, fRetX, fRetY, fRetZ);
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Log.outDebug(LogFilter.Scripts, "EscortAI are returning home to spawn location: {0}, {1}, {2}, {3}", 0xFFFFFE, fRetX, fRetY, fRetZ);
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return;
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}
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if (m_bCanInstantRespawn)
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{
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me.setDeathState(DeathState.JustDied);
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me.Respawn();
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Log.outDebug(LogFilter.Scripts, $"EscortAI are returning home to spawn location: {EscortPointIds.Home}, {fRetX}, {fRetY}, {fRetZ}");
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}
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else if (m_bCanInstantRespawn)
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{
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me.setDeathState(DeathState.JustDied);
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me.Respawn();
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}
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else
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me.DespawnOrUnsummon();
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}
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else
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me.DespawnOrUnsummon();
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Log.outDebug(LogFilter.Scripts, "EscortAI reached end of waypoints with Despawn off");
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RemoveEscortState(eEscortState.Escorting);
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return;
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}
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if (!m_bStarted)
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{
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m_bStarted = true;
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me.GetMotionMaster().MovePath(_path, false);
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}
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else
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{
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Log.outDebug(LogFilter.Scripts, "EscortAI reached end of waypoints with Despawn off");
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return;
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WaypointMovementGenerator move = (WaypointMovementGenerator)me.GetMotionMaster().top();
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if (move != null)
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WaypointStart(move.GetCurrentNode());
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}
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}
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if (!HasEscortState(eEscortState.Paused))
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{
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me.GetMotionMaster().MovePoint(GetCurrentWaypoint().id, GetCurrentWaypoint().x, GetCurrentWaypoint().y, GetCurrentWaypoint().z);
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Log.outDebug(LogFilter.Scripts, "EscortAI start waypoint {0} ({1}, {2}, {3}).", GetCurrentWaypoint().id, GetCurrentWaypoint().x, GetCurrentWaypoint().y, GetCurrentWaypoint().z);
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WaypointStart(GetCurrentWaypoint().id);
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m_uiWPWaitTimer = 0;
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}
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}
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else
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m_uiWPWaitTimer -= diff;
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@@ -285,12 +256,11 @@ namespace Game.AI
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//Check if player or any member of his group is within range
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if (HasEscortState(eEscortState.Escorting) && !m_uiPlayerGUID.IsEmpty() && !me.GetVictim() && !HasEscortState(eEscortState.Returning))
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{
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if (m_uiPlayerCheckTimer <= diff)
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m_uiPlayerCheckTimer += diff;
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if (m_uiPlayerCheckTimer > 1000)
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{
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if (DespawnAtFar && !IsPlayerOrGroupInRange())
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{
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Log.outDebug(LogFilter.Scripts, "EscortAI failed because player/group was to far away or not found");
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if (m_bCanInstantRespawn)
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{
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me.setDeathState(DeathState.JustDied);
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@@ -302,10 +272,8 @@ namespace Game.AI
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return;
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}
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m_uiPlayerCheckTimer = 1000;
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m_uiPlayerCheckTimer = 0;
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}
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else
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m_uiPlayerCheckTimer -= diff;
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}
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UpdateEscortAI(diff);
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@@ -321,52 +289,85 @@ namespace Game.AI
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public override void MovementInform(MovementGeneratorType moveType, uint pointId)
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{
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if (moveType != MovementGeneratorType.Point || !HasEscortState(eEscortState.Escorting))
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// no action allowed if there is no escort
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if (!HasEscortState(eEscortState.Escorting))
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return;
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//Combat start position reached, continue waypoint movement
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if (pointId == 0xFFFFFF)
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if (moveType == MovementGeneratorType.Point)
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{
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Log.outDebug(LogFilter.Scripts, "EscortAI has returned to original position before combat");
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me.SetWalk(!m_bIsRunning);
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RemoveEscortState(eEscortState.Returning);
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if (m_uiWPWaitTimer == 0)
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m_uiWPWaitTimer = 1;
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}
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else if (pointId == 0xFFFFFE)
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{
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Log.outDebug(LogFilter.Scripts, "EscortAI has returned to original home location and will continue from beginning of waypoint list.");
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WPIndex = 0;
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m_uiWPWaitTimer = 1;
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}
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else
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{
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//Make sure that we are still on the right waypoint
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if (GetCurrentWaypoint().id != pointId)
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//Combat start position reached, continue waypoint movement
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if (pointId == EscortPointIds.LastPoint)
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{
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Log.outDebug(LogFilter.Server, "TSCR ERROR: EscortAI reached waypoint out of order {0}, expected {1}, creature entry {2}", pointId, GetCurrentWaypoint().id, me.GetEntry());
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Log.outDebug(LogFilter.Scripts, "EscortAI has returned to original position before combat");
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me.SetWalk(!m_bIsRunning);
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RemoveEscortState(eEscortState.Returning);
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}
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else if (pointId == EscortPointIds.Home)
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{
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Log.outDebug(LogFilter.Scripts, "EscortAI has returned to original home location and will continue from beginning of waypoint list.");
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m_bStarted = false;
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}
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}
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else if (moveType == MovementGeneratorType.Waypoint)
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{
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//Call WP function
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WaypointReached(pointId);
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//End of the line
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if (LastWP != 0 && LastWP == pointId)
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{
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LastWP = 0;
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m_bStarted = false;
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m_bEnded = true;
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m_uiWPWaitTimer = 50;
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return;
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}
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Log.outDebug(LogFilter.Scripts, "EscortAI Waypoint {0} reached", GetCurrentWaypoint().id);
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Log.outDebug(LogFilter.Scripts, $"EscortAI Waypoint {pointId} reached");
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//Call WP function
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WaypointReached(GetCurrentWaypoint().id);
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WaypointMovementGenerator move = (WaypointMovementGenerator)me.GetMotionMaster().top();
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if (move != null)
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m_uiWPWaitTimer = (uint)move.GetTrackerTimer().GetExpiry();
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m_uiWPWaitTimer = GetCurrentWaypoint().WaitTimeMs + 1;
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//Call WP start function
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if (m_uiWPWaitTimer == 0 && !HasEscortState(eEscortState.Paused) && move != null)
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WaypointStart(move.GetCurrentNode());
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++WPIndex;
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if (m_bIsRunning)
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me.SetWalk(false);
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else
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me.SetWalk(true);
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}
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}
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public void AddWaypoint(uint id, float x, float y, float z, uint waitTime = 0)
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{
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Escort_Waypoint t = new Escort_Waypoint(id, x, y, z, waitTime);
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GridDefines.NormalizeMapCoord(ref x);
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GridDefines.NormalizeMapCoord(ref y);
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WaypointNode wp = new WaypointNode();
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wp.id = id;
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wp.x = x;
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wp.y = y;
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wp.z = z;
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wp.orientation = 0.0f;
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wp.moveType = m_bIsRunning ? WaypointMoveType.Run : WaypointMoveType.Walk;
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wp.delay = waitTime;
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wp.eventId = 0;
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wp.eventChance = 100;
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_path.nodes.Add(wp);
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LastWP = id;
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WaypointList.Add(t);
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ScriptWP = true;
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}
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@@ -376,10 +377,29 @@ namespace Game.AI
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if (movePoints.Empty())
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return;
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foreach (var pointMove in movePoints)
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LastWP = movePoints.Last().uiPointId;
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foreach (var point in movePoints)
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{
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Escort_Waypoint point = new Escort_Waypoint(pointMove.uiPointId, pointMove.fX, pointMove.fY, pointMove.fZ, pointMove.uiWaitTime);
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WaypointList.Add(point);
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float x = point.fX;
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float y = point.fY;
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float z = point.fZ;
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GridDefines.NormalizeMapCoord(ref x);
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GridDefines.NormalizeMapCoord(ref y);
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WaypointNode wp = new WaypointNode();
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wp.id = point.uiPointId;
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wp.x = x;
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wp.y = y;
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wp.z = z;
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wp.orientation = 0.0f;
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wp.moveType = m_bIsRunning ? WaypointMoveType.Run : WaypointMoveType.Walk;
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wp.delay = point.uiWaitTime;
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wp.eventId = 0;
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wp.eventChance = 100;
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_path.nodes.Add(wp);
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}
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}
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@@ -418,20 +438,6 @@ namespace Game.AI
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return;
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}
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if (!ScriptWP && resetWaypoints) // sd2 never adds wp in script, but tc does
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{
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if (!WaypointList.Empty())
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WaypointList.Clear();
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FillPointMovementListForCreature();
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}
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if (WaypointList.Empty())
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{
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Log.outError(LogFilter.Scripts, "EscortAI (script: {0}, creature entry: {1}) starts with 0 waypoints (possible missing entry in script_waypoint. Quest: {2}).",
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me.GetScriptName(), me.GetEntry(), quest != null ? quest.Id : 0);
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return;
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}
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//set variables
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m_bIsActiveAttacker = isActiveAttacker;
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m_bIsRunning = run;
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@@ -442,12 +448,16 @@ namespace Game.AI
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m_bCanInstantRespawn = instantRespawn;
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m_bCanReturnToStart = canLoopPath;
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if (!ScriptWP && resetWaypoints) // sd2 never adds wp in script, but tc does
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FillPointMovementListForCreature();
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if (m_bCanReturnToStart && m_bCanInstantRespawn)
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Log.outDebug(LogFilter.Scripts, "EscortAI is set to return home after waypoint end and instant respawn at waypoint end. Creature will never despawn.");
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if (me.GetMotionMaster().GetCurrentMovementGeneratorType() == MovementGeneratorType.Waypoint)
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{
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me.GetMotionMaster().MovementExpired();
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me.StopMoving();
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me.GetMotionMaster().Clear(false);
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me.GetMotionMaster().MoveIdle();
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Log.outDebug(LogFilter.Scripts, "EscortAI start with WAYPOINT_MOTION_TYPE, changed to MoveIdle.");
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}
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@@ -460,9 +470,7 @@ namespace Game.AI
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me.RemoveFlag(UnitFields.Flags, UnitFlags.ImmuneToNpc);
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}
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Log.outDebug(LogFilter.Scripts, "EscortAI started with {0} waypoints. ActiveAttacker = {1}, Run = {2}, PlayerGUID = {3}", WaypointList.Count, m_bIsActiveAttacker, m_bIsRunning, m_uiPlayerGUID);
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WPIndex = 0;
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Log.outDebug(LogFilter.Scripts, $"EscortAI started. ActiveAttacker = {m_bIsActiveAttacker}, Run = {m_bIsRunning}, PlayerGUID = {m_uiPlayerGUID.ToString()}");
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//Set initial speed
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if (m_bIsRunning)
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@@ -470,6 +478,8 @@ namespace Game.AI
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else
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me.SetWalk(true);
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m_bStarted = false;
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AddEscortState(eEscortState.Escorting);
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}
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@@ -479,75 +489,17 @@ namespace Game.AI
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return;
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if (on)
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{
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AddEscortState(eEscortState.Paused);
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me.StopMoving();
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}
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else
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{
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RemoveEscortState(eEscortState.Paused);
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}
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bool SetNextWaypoint(uint pointId, float x, float y, float z, float orientation)
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{
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me.UpdatePosition(x, y, z, orientation);
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return SetNextWaypoint(pointId, false, true);
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}
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|
||||
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;
|
||||
}
|
||||
WaypointMovementGenerator move = (WaypointMovementGenerator)me.GetMotionMaster().top();
|
||||
if (move != null)
|
||||
move.GetTrackerTimer().Reset(1);
|
||||
}
|
||||
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) { }
|
||||
@@ -564,6 +516,7 @@ namespace Game.AI
|
||||
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 void SetWaitTimer(uint Timer) { m_uiWPWaitTimer = Timer; }
|
||||
|
||||
public Player GetPlayerForEscort() { return Global.ObjAccessor.GetPlayer(me, m_uiPlayerGUID); }
|
||||
|
||||
@@ -575,16 +528,12 @@ namespace Game.AI
|
||||
uint m_uiPlayerCheckTimer;
|
||||
eEscortState m_uiEscortState;
|
||||
float MaxPlayerDistance;
|
||||
uint LastWP;
|
||||
|
||||
WaypointPath _path;
|
||||
|
||||
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)
|
||||
@@ -593,24 +542,8 @@ namespace Game.AI
|
||||
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;
|
||||
bool m_bStarted;
|
||||
bool m_bEnded;
|
||||
}
|
||||
|
||||
public enum eEscortState
|
||||
@@ -620,4 +553,10 @@ namespace Game.AI
|
||||
Returning = 0x002, //escort is returning after being in combat
|
||||
Paused = 0x004 //will not proceed with waypoints before state is removed
|
||||
}
|
||||
|
||||
struct EscortPointIds
|
||||
{
|
||||
public const uint LastPoint = 0xFFFFFF;
|
||||
public const uint Home = 0xFFFFFE;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -18,6 +18,8 @@
|
||||
using Framework.Constants;
|
||||
using Game.Entities;
|
||||
using Game.Groups;
|
||||
using Game.Maps;
|
||||
using Game.Movement;
|
||||
using Game.Scripting;
|
||||
using Game.Spells;
|
||||
using System;
|
||||
@@ -33,29 +35,26 @@ namespace Game.AI
|
||||
|
||||
public SmartAI(Creature creature) : base(creature)
|
||||
{
|
||||
mIsCharmed = false;
|
||||
// copy script to local (protection for table reload)
|
||||
|
||||
mWayPoints = null;
|
||||
mEscortState = SmartEscortState.None;
|
||||
mCurrentWPID = 0;//first wp id is 1 !!
|
||||
mWPReached = false;
|
||||
mWPPauseTimer = 0;
|
||||
mLastWP = null;
|
||||
mOOCReached = false;
|
||||
mEscortNPCFlags = 0;
|
||||
|
||||
mCanRepeatPath = false;
|
||||
|
||||
// spawn in run mode
|
||||
creature.SetWalk(false);
|
||||
mRun = false;
|
||||
|
||||
mLastOOCPos = creature.GetPosition();
|
||||
// Spawn in run mode
|
||||
mRun = true;
|
||||
m_Ended = false;
|
||||
|
||||
mCanAutoAttack = true;
|
||||
mCanCombatMove = true;
|
||||
|
||||
mForcedPaused = false;
|
||||
mLastWPIDReached = 0;
|
||||
|
||||
mEscortQuestID = 0;
|
||||
|
||||
mDespawnTime = 0;
|
||||
@@ -103,25 +102,6 @@ namespace Game.AI
|
||||
GetScript().OnReset();
|
||||
}
|
||||
|
||||
SmartPath GetNextWayPoint()
|
||||
{
|
||||
if (mWayPoints == null || mWayPoints.Empty())
|
||||
return null;
|
||||
|
||||
mCurrentWPID++;
|
||||
var path = mWayPoints.LookupByKey(mCurrentWPID);
|
||||
if (path != null)
|
||||
{
|
||||
mLastWP = path;
|
||||
if (mLastWP.id != mCurrentWPID)
|
||||
{
|
||||
Log.outError(LogFilter.Server, "SmartAI.GetNextWayPoint: Got not expected waypoint id {0}, expected {1}", mLastWP.id, mCurrentWPID);
|
||||
}
|
||||
return path;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
public void StartPath(bool run = false, uint path = 0, bool repeat = false, Unit invoker = null)
|
||||
{
|
||||
if (me.IsInCombat())// no wp movement in combat
|
||||
@@ -129,28 +109,35 @@ namespace Game.AI
|
||||
Log.outError(LogFilter.Server, "SmartAI.StartPath: Creature entry {0} wanted to start waypoint movement while in combat, ignoring.", me.GetEntry());
|
||||
return;
|
||||
}
|
||||
|
||||
if (HasEscortState(SmartEscortState.Escorting))
|
||||
StopPath();
|
||||
|
||||
SetRun(run);
|
||||
|
||||
if (path != 0)
|
||||
if (!LoadPath(path))
|
||||
return;
|
||||
|
||||
if (mWayPoints == null || mWayPoints.Empty())
|
||||
if (_path.nodes.Empty())
|
||||
return;
|
||||
|
||||
AddEscortState(SmartEscortState.Escorting);
|
||||
mCurrentWPID = 1;
|
||||
m_Ended = false;
|
||||
|
||||
// Do not use AddEscortState, removing everything from previous cycle
|
||||
mEscortState = SmartEscortState.Escorting;
|
||||
mCanRepeatPath = repeat;
|
||||
|
||||
SetRun(run);
|
||||
|
||||
SmartPath wp = GetNextWayPoint();
|
||||
if (wp != null)
|
||||
if (invoker && invoker.GetTypeId() == TypeId.Player)
|
||||
{
|
||||
mLastOOCPos = me.GetPosition();
|
||||
me.GetMotionMaster().MovePoint(wp.id, wp.x, wp.y, wp.z);
|
||||
GetScript().ProcessEventsFor(SmartEvents.WaypointStart, null, wp.id, GetScript().GetPathId());
|
||||
mEscortNPCFlags = me.GetUInt32Value(UnitFields.NpcFlags);
|
||||
me.SetFlag(UnitFields.NpcFlags, 0);
|
||||
}
|
||||
|
||||
GetScript().ProcessEventsFor(SmartEvents.WaypointStart, null, mCurrentWPID, GetScript().GetPathId());
|
||||
|
||||
me.GetMotionMaster().MovePath(_path, mCanRepeatPath);
|
||||
}
|
||||
|
||||
bool LoadPath(uint entry)
|
||||
@@ -158,12 +145,36 @@ namespace Game.AI
|
||||
if (HasEscortState(SmartEscortState.Escorting))
|
||||
return false;
|
||||
|
||||
mWayPoints = Global.SmartAIMgr.GetPath(entry);
|
||||
if (mWayPoints == null)
|
||||
var path = Global.SmartAIMgr.GetPath(entry);
|
||||
if (path.Empty())
|
||||
{
|
||||
GetScript().SetPathId(0);
|
||||
return false;
|
||||
}
|
||||
|
||||
foreach (WayPoint waypoint in path)
|
||||
{
|
||||
float x = waypoint.x;
|
||||
float y = waypoint.y;
|
||||
float z = waypoint.z;
|
||||
|
||||
GridDefines.NormalizeMapCoord(ref x);
|
||||
GridDefines.NormalizeMapCoord(ref y);
|
||||
|
||||
WaypointNode wp = new WaypointNode();
|
||||
wp.id = waypoint.id;
|
||||
wp.x = x;
|
||||
wp.y = y;
|
||||
wp.z = z;
|
||||
wp.orientation = 0.0f;
|
||||
wp.moveType = mRun ? WaypointMoveType.Run : WaypointMoveType.Walk;
|
||||
wp.delay = 0;
|
||||
wp.eventId = 0;
|
||||
wp.eventChance = 100;
|
||||
|
||||
_path.nodes.Add(wp);
|
||||
}
|
||||
|
||||
GetScript().SetPathId(entry);
|
||||
return true;
|
||||
}
|
||||
@@ -172,22 +183,22 @@ namespace Game.AI
|
||||
{
|
||||
if (!HasEscortState(SmartEscortState.Escorting))
|
||||
return;
|
||||
|
||||
if (HasEscortState(SmartEscortState.Paused))
|
||||
{
|
||||
Log.outError(LogFilter.Server, "SmartAI.PausePath: Creature entry {0} wanted to pause waypoint movement while already paused, ignoring.", me.GetEntry());
|
||||
Log.outError(LogFilter.Server, $"SmartAI.PausePath: Creature entry {me.GetEntry()} wanted to pause waypoint (current waypoint: {mCurrentWPID}) movement while already paused, ignoring.");
|
||||
return;
|
||||
}
|
||||
mForcedPaused = forced;
|
||||
mLastOOCPos = me.GetPosition();
|
||||
|
||||
AddEscortState(SmartEscortState.Paused);
|
||||
mWPPauseTimer = delay;
|
||||
if (forced)
|
||||
if (forced && !mWPReached)
|
||||
{
|
||||
mForcedPaused = forced;
|
||||
SetRun(mRun);
|
||||
me.StopMoving();//force stop
|
||||
me.GetMotionMaster().MoveIdle();//force stop
|
||||
me.StopMoving();
|
||||
}
|
||||
GetScript().ProcessEventsFor(SmartEvents.WaypointPaused, null, mLastWP.id, GetScript().GetPathId());
|
||||
GetScript().ProcessEventsFor(SmartEvents.WaypointPaused, null, mCurrentWPID, GetScript().GetPathId());
|
||||
}
|
||||
|
||||
public void StopPath(uint DespawnTime = 0, uint quest = 0, bool fail = false)
|
||||
@@ -197,33 +208,28 @@ namespace Game.AI
|
||||
|
||||
if (quest != 0)
|
||||
mEscortQuestID = quest;
|
||||
SetDespawnTime(DespawnTime);
|
||||
mDespawnTime = DespawnTime;
|
||||
|
||||
mLastOOCPos = me.GetPosition();
|
||||
me.StopMoving();//force stop
|
||||
if (mDespawnState != 2)
|
||||
SetDespawnTime(DespawnTime);
|
||||
|
||||
me.StopMoving();
|
||||
me.GetMotionMaster().MovementExpired(false);
|
||||
me.GetMotionMaster().MoveIdle();
|
||||
GetScript().ProcessEventsFor(SmartEvents.WaypointStopped, null, mLastWP.id, GetScript().GetPathId());
|
||||
GetScript().ProcessEventsFor(SmartEvents.WaypointStopped, null, mCurrentWPID, GetScript().GetPathId());
|
||||
EndPath(fail);
|
||||
}
|
||||
|
||||
public void EndPath(bool fail = false)
|
||||
{
|
||||
GetScript().ProcessEventsFor(SmartEvents.WaypointEnded, null, mLastWP.id, GetScript().GetPathId());
|
||||
|
||||
RemoveEscortState(SmartEscortState.Escorting | SmartEscortState.Paused | SmartEscortState.Returning);
|
||||
mWayPoints = null;
|
||||
mCurrentWPID = 0;
|
||||
_path.nodes.Clear();
|
||||
mWPPauseTimer = 0;
|
||||
mLastWP = null;
|
||||
|
||||
if (mCanRepeatPath)
|
||||
if (mEscortNPCFlags != 0)
|
||||
{
|
||||
if (IsAIControlled())
|
||||
StartPath(mRun, GetScript().GetPathId(), true);
|
||||
me.SetFlag(UnitFields.NpcFlags, mEscortNPCFlags);
|
||||
mEscortNPCFlags = 0;
|
||||
}
|
||||
else
|
||||
GetScript().SetPathId(0);
|
||||
|
||||
List<WorldObject> targets = GetScript().GetTargetList(SharedConst.SmartEscortTargets);
|
||||
if (targets != null && mEscortQuestID != 0)
|
||||
@@ -266,15 +272,37 @@ namespace Game.AI
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// End Path events should be only processed if it was SUCCESSFUL stop or stop called by SMART_ACTION_WAYPOINT_STOP
|
||||
if (fail)
|
||||
return;
|
||||
|
||||
GetScript().ProcessEventsFor(SmartEvents.WaypointEnded, null, mCurrentWPID, GetScript().GetPathId());
|
||||
|
||||
if (mCanRepeatPath)
|
||||
{
|
||||
if (IsAIControlled())
|
||||
StartPath(mRun, GetScript().GetPathId(), mCanRepeatPath);
|
||||
}
|
||||
else
|
||||
GetScript().SetPathId(0);
|
||||
|
||||
if (mDespawnState == 1)
|
||||
StartDespawn();
|
||||
}
|
||||
|
||||
public void ResumePath()
|
||||
{
|
||||
GetScript().ProcessEventsFor(SmartEvents.WaypointResumed, null, mCurrentWPID, GetScript().GetPathId());
|
||||
RemoveEscortState(SmartEscortState.Paused);
|
||||
mForcedPaused = false;
|
||||
mWPReached = false;
|
||||
mWPPauseTimer = 0;
|
||||
SetRun(mRun);
|
||||
if (mLastWP != null)
|
||||
me.GetMotionMaster().MovePoint(mLastWP.id, mLastWP.x, mLastWP.y, mLastWP.z);
|
||||
|
||||
WaypointMovementGenerator move = (WaypointMovementGenerator)me.GetMotionMaster().top();
|
||||
if (move != null)
|
||||
move.GetTrackerTimer().Reset(1);
|
||||
}
|
||||
|
||||
void ReturnToLastOOCPos()
|
||||
@@ -282,77 +310,59 @@ namespace Game.AI
|
||||
if (!IsAIControlled())
|
||||
return;
|
||||
|
||||
SetRun(mRun);
|
||||
me.GetMotionMaster().MovePoint(EventId.SmartEscortLastOCCPoint, mLastOOCPos);
|
||||
me.SetWalk(false);
|
||||
float x, y, z, o;
|
||||
me.GetHomePosition(out x, out y, out z, out o);
|
||||
me.GetMotionMaster().MovePoint(EventId.SmartEscortLastOCCPoint, x, y, z);
|
||||
}
|
||||
|
||||
void UpdatePath(uint diff)
|
||||
{
|
||||
if (!HasEscortState(SmartEscortState.Escorting))
|
||||
return;
|
||||
|
||||
if (mEscortInvokerCheckTimer < diff)
|
||||
{
|
||||
if (!IsEscortInvokerInRange())
|
||||
{
|
||||
StopPath(mDespawnTime, mEscortQuestID, true);
|
||||
StopPath(0, mEscortQuestID, true);
|
||||
|
||||
// allow to properly hook out of range despawn action, which in most cases should perform the same operation as dying
|
||||
GetScript().ProcessEventsFor(SmartEvents.Death, me);
|
||||
me.DespawnOrUnsummon(1);
|
||||
return;
|
||||
}
|
||||
mEscortInvokerCheckTimer = 1000;
|
||||
}
|
||||
else mEscortInvokerCheckTimer -= diff;
|
||||
else
|
||||
mEscortInvokerCheckTimer -= diff;
|
||||
|
||||
// handle pause
|
||||
if (HasEscortState(SmartEscortState.Paused))
|
||||
{
|
||||
if (mWPPauseTimer < diff)
|
||||
if (mWPPauseTimer <= diff)
|
||||
{
|
||||
if (!me.IsInCombat() && !HasEscortState(SmartEscortState.Returning) && (mWPReached || mLastWPIDReached == EventId.SmartEscortLastOCCPoint || mForcedPaused))
|
||||
{
|
||||
GetScript().ProcessEventsFor(SmartEvents.WaypointResumed, null, mLastWP.id, GetScript().GetPathId());
|
||||
RemoveEscortState(SmartEscortState.Paused);
|
||||
if (mForcedPaused)// if paused between 2 wps resend movement
|
||||
{
|
||||
ResumePath();
|
||||
mWPReached = false;
|
||||
mForcedPaused = false;
|
||||
}
|
||||
if (mLastWPIDReached == EventId.SmartEscortLastOCCPoint)
|
||||
mWPReached = true;
|
||||
}
|
||||
mWPPauseTimer = 0;
|
||||
if (!me.IsInCombat() && !HasEscortState(SmartEscortState.Returning) && (mWPReached || mForcedPaused))
|
||||
ResumePath();
|
||||
}
|
||||
else
|
||||
{
|
||||
mWPPauseTimer -= diff;
|
||||
}
|
||||
}
|
||||
else if (m_Ended) // end path
|
||||
{
|
||||
m_Ended = false;
|
||||
StopPath();
|
||||
return;
|
||||
}
|
||||
|
||||
if (HasEscortState(SmartEscortState.Returning))
|
||||
{
|
||||
if (mWPReached)//reached OOC WP
|
||||
{
|
||||
mOOCReached = false;
|
||||
RemoveEscortState(SmartEscortState.Returning);
|
||||
if (!HasEscortState(SmartEscortState.Paused))
|
||||
ResumePath();
|
||||
mWPReached = false;
|
||||
}
|
||||
}
|
||||
if (me.IsInCombat() || HasEscortState(SmartEscortState.Paused | SmartEscortState.Returning))
|
||||
return;
|
||||
// handle next wp
|
||||
if (mWPReached)//reached WP
|
||||
{
|
||||
mWPReached = false;
|
||||
|
||||
if (mCurrentWPID == GetWPCount())
|
||||
{
|
||||
EndPath();
|
||||
}
|
||||
else
|
||||
{
|
||||
SmartPath wp = GetNextWayPoint();
|
||||
if (wp != null)
|
||||
{
|
||||
SetRun(mRun);
|
||||
me.GetMotionMaster().MovePoint(wp.id, wp.x, wp.y, wp.z);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -415,22 +425,44 @@ namespace Game.AI
|
||||
|
||||
void MovepointReached(uint id)
|
||||
{
|
||||
if (id != EventId.SmartEscortLastOCCPoint && mLastWPIDReached != id)
|
||||
GetScript().ProcessEventsFor(SmartEvents.WaypointReached, null, id);
|
||||
// override the id, path can be resumed any time and counter will reset
|
||||
// mCurrentWPID holds proper id
|
||||
|
||||
// both point movement and escort generator can enter this function
|
||||
if (id == EventId.SmartEscortLastOCCPoint)
|
||||
{
|
||||
mOOCReached = true;
|
||||
return;
|
||||
}
|
||||
|
||||
mCurrentWPID = id + 1; // in SmartAI increase by 1
|
||||
|
||||
mLastWPIDReached = id;
|
||||
mWPReached = true;
|
||||
GetScript().ProcessEventsFor(SmartEvents.WaypointReached, null, mCurrentWPID, GetScript().GetPathId());
|
||||
|
||||
if (HasEscortState(SmartEscortState.Paused))
|
||||
me.StopMoving();
|
||||
else if (HasEscortState(SmartEscortState.Escorting) && me.GetMotionMaster().GetCurrentMovementGeneratorType() == MovementGeneratorType.Waypoint)
|
||||
{
|
||||
mWPReached = false;
|
||||
if (mCurrentWPID == _path.nodes.Count)
|
||||
m_Ended = true;
|
||||
else
|
||||
SetRun(mRun);
|
||||
}
|
||||
}
|
||||
|
||||
public override void MovementInform(MovementGeneratorType MovementType, uint Data)
|
||||
{
|
||||
if ((MovementType == MovementGeneratorType.Point && Data == EventId.SmartEscortLastOCCPoint) || MovementType == MovementGeneratorType.Follow)
|
||||
if (MovementType == MovementGeneratorType.Point && Data == EventId.SmartEscortLastOCCPoint)
|
||||
me.ClearUnitState(UnitState.Evade);
|
||||
|
||||
GetScript().ProcessEventsFor(SmartEvents.Movementinform, null, (uint)MovementType, Data);
|
||||
if (MovementType != MovementGeneratorType.Point || !HasEscortState(SmartEscortState.Escorting))
|
||||
if (!HasEscortState(SmartEscortState.Escorting))
|
||||
return;
|
||||
MovepointReached(Data);
|
||||
|
||||
if (MovementType == MovementGeneratorType.Waypoint || (MovementType == MovementGeneratorType.Point && Data == EventId.SmartEscortLastOCCPoint))
|
||||
MovepointReached(Data);
|
||||
}
|
||||
|
||||
void RemoveAuras()
|
||||
@@ -460,28 +492,35 @@ namespace Game.AI
|
||||
GetScript().ProcessEventsFor(SmartEvents.Evade);//must be after aura clear so we can cast spells from db
|
||||
|
||||
SetRun(mRun);
|
||||
Unit target = !mFollowGuid.IsEmpty() ? Global.ObjAccessor.GetUnit(me, mFollowGuid) : null;
|
||||
Unit owner = me.GetCharmerOrOwner();
|
||||
|
||||
if (HasEscortState(SmartEscortState.Escorting))
|
||||
{
|
||||
AddEscortState(SmartEscortState.Returning);
|
||||
ReturnToLastOOCPos();
|
||||
}
|
||||
else if (target)
|
||||
{
|
||||
me.GetMotionMaster().MoveFollow(target, mFollowDist, mFollowAngle);
|
||||
// evade is not cleared in MoveFollow, so we can't keep it
|
||||
me.ClearUnitState(UnitState.Evade);
|
||||
}
|
||||
else if (owner)
|
||||
{
|
||||
me.GetMotionMaster().MoveFollow(owner, SharedConst.PetFollowDist, SharedConst.PetFollowAngle);
|
||||
me.ClearUnitState(UnitState.Evade);
|
||||
}
|
||||
else
|
||||
me.GetMotionMaster().MoveTargetedHome();
|
||||
{
|
||||
Unit target = !mFollowGuid.IsEmpty() ? Global.ObjAccessor.GetUnit(me, mFollowGuid) : null;
|
||||
Unit owner = me.GetCharmerOrOwner();
|
||||
|
||||
Reset();
|
||||
if (target)
|
||||
{
|
||||
me.GetMotionMaster().MoveFollow(target, mFollowDist, mFollowAngle);
|
||||
// evade is not cleared in MoveFollow, so we can't keep it
|
||||
me.ClearUnitState(UnitState.Evade);
|
||||
GetScript().OnReset();
|
||||
}
|
||||
else if (owner)
|
||||
{
|
||||
me.GetMotionMaster().MoveFollow(owner, SharedConst.PetFollowDist, SharedConst.PetFollowAngle);
|
||||
me.ClearUnitState(UnitState.Evade);
|
||||
}
|
||||
else
|
||||
me.GetMotionMaster().MoveTargetedHome();
|
||||
}
|
||||
|
||||
if (!me.HasUnitState(UnitState.Evade))
|
||||
GetScript().OnReset();
|
||||
}
|
||||
|
||||
public override void MoveInLineOfSight(Unit who)
|
||||
@@ -585,25 +624,13 @@ namespace Game.AI
|
||||
me.InterruptNonMeleeSpells(false); // must be before ProcessEvents
|
||||
|
||||
GetScript().ProcessEventsFor(SmartEvents.Aggro, victim);
|
||||
|
||||
if (!IsAIControlled())
|
||||
return;
|
||||
|
||||
mLastOOCPos = me.GetPosition();
|
||||
SetRun(mRun);
|
||||
if (me.GetMotionMaster().GetMotionSlotType(MovementSlot.Active) == MovementGeneratorType.Point)
|
||||
me.GetMotionMaster().MovementExpired();
|
||||
}
|
||||
|
||||
public override void JustDied(Unit killer)
|
||||
{
|
||||
GetScript().ProcessEventsFor(SmartEvents.Death, killer);
|
||||
if (HasEscortState(SmartEscortState.Escorting))
|
||||
{
|
||||
EndPath(true);
|
||||
me.StopMoving();//force stop
|
||||
me.GetMotionMaster().MoveIdle();
|
||||
}
|
||||
}
|
||||
|
||||
public override void KilledUnit(Unit victim)
|
||||
@@ -618,16 +645,26 @@ namespace Game.AI
|
||||
|
||||
public override void AttackStart(Unit who)
|
||||
{
|
||||
if (who != null && me.Attack(who, true))
|
||||
// dont allow charmed npcs to act on their own
|
||||
if (me.HasFlag(UnitFields.Flags, UnitFlags.PlayerControlled))
|
||||
{
|
||||
SetRun(mRun);
|
||||
if (me.GetMotionMaster().GetCurrentMovementGeneratorType() == MovementGeneratorType.Point)
|
||||
me.GetMotionMaster().MovementExpired();
|
||||
if (who && mCanAutoAttack)
|
||||
me.Attack(who, true);
|
||||
return;
|
||||
}
|
||||
|
||||
if (who && me.Attack(who, me.IsWithinMeleeRange(who)))
|
||||
{
|
||||
if (mCanCombatMove)
|
||||
me.GetMotionMaster().MoveChase(who);
|
||||
{
|
||||
SetRun(mRun);
|
||||
|
||||
mLastOOCPos = me.GetPosition();
|
||||
MovementGeneratorType type = me.GetMotionMaster().GetMotionSlotType(MovementSlot.Active);
|
||||
if (type == MovementGeneratorType.Waypoint || type == MovementGeneratorType.Point)
|
||||
me.StopMoving();
|
||||
|
||||
me.GetMotionMaster().MoveChase(who);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -814,12 +851,9 @@ namespace Game.AI
|
||||
}
|
||||
else
|
||||
{
|
||||
if (me.HasUnitState(UnitState.ConfusedMove | UnitState.FleeingMove))
|
||||
return;
|
||||
|
||||
me.GetMotionMaster().MovementExpired();
|
||||
me.GetMotionMaster().Clear(true);
|
||||
me.StopMoving();
|
||||
if (me.GetMotionMaster().GetCurrentMovementGeneratorType() == MovementGeneratorType.Chase)
|
||||
me.GetMotionMaster().Clear(false);
|
||||
me.GetMotionMaster().MoveIdle();
|
||||
}
|
||||
}
|
||||
@@ -916,8 +950,6 @@ namespace Game.AI
|
||||
|
||||
public void StartDespawn() { mDespawnState = 2; }
|
||||
|
||||
int GetWPCount() { return mWayPoints != null ? mWayPoints.Count : 0; }
|
||||
|
||||
bool mIsCharmed;
|
||||
uint mFollowCreditType;
|
||||
uint mFollowArrivedTimer;
|
||||
@@ -928,15 +960,13 @@ namespace Game.AI
|
||||
float mFollowAngle;
|
||||
|
||||
SmartScript mScript = new SmartScript();
|
||||
Dictionary<uint, SmartPath> mWayPoints;
|
||||
SmartEscortState mEscortState;
|
||||
uint mCurrentWPID;
|
||||
uint mLastWPIDReached;
|
||||
bool mWPReached;
|
||||
bool mOOCReached;
|
||||
bool m_Ended;
|
||||
uint mWPPauseTimer;
|
||||
SmartPath mLastWP;
|
||||
Position mLastOOCPos;//set on enter combat
|
||||
|
||||
uint mEscortNPCFlags;
|
||||
bool mCanRepeatPath;
|
||||
bool mRun;
|
||||
bool mEvadeDisabled;
|
||||
@@ -945,6 +975,7 @@ namespace Game.AI
|
||||
bool mForcedPaused;
|
||||
uint mInvincibilityHpLevel;
|
||||
|
||||
WaypointPath _path;
|
||||
uint mDespawnTime;
|
||||
uint mRespawnTime;
|
||||
uint mDespawnState;
|
||||
|
||||
@@ -239,7 +239,6 @@ namespace Game.AI
|
||||
|
||||
if (last_entry != entry)
|
||||
{
|
||||
waypoint_map[entry] = new Dictionary<uint, SmartPath>();
|
||||
last_id = 1;
|
||||
count++;
|
||||
}
|
||||
@@ -248,7 +247,14 @@ namespace Game.AI
|
||||
Log.outError(LogFilter.Sql, "SmartWaypointMgr.LoadFromDB: Path entry {0}, unexpected point id {1}, expected {2}.", entry, id, last_id);
|
||||
|
||||
last_id++;
|
||||
waypoint_map[entry][id] = new SmartPath(id, x, y, z);
|
||||
|
||||
WayPoint point = new WayPoint();
|
||||
point.id = id;
|
||||
point.x = x;
|
||||
point.y = y;
|
||||
point.z = z;
|
||||
|
||||
waypoint_map.Add(entry, point);
|
||||
|
||||
last_entry = entry;
|
||||
total++;
|
||||
@@ -993,7 +999,8 @@ namespace Game.AI
|
||||
break;
|
||||
case SmartActions.WpStart:
|
||||
{
|
||||
if (Global.SmartAIMgr.GetPath(e.Action.wpStart.pathID) == null)
|
||||
List<WayPoint> path = Global.SmartAIMgr.GetPath(e.Action.wpStart.pathID);
|
||||
if (path.Empty())
|
||||
{
|
||||
Log.outError(LogFilter.ScriptsAi, "SmartAIMgr: Creature {0} Event {1} Action {2} uses non-existent WaypointPath id {3}, skipped.", e.entryOrGuid, e.event_id, e.GetActionType(), e.Action.wpStart.pathID);
|
||||
return false;
|
||||
@@ -1404,7 +1411,7 @@ namespace Game.AI
|
||||
return temp;
|
||||
}
|
||||
|
||||
public Dictionary<uint, SmartPath> GetPath(uint id)
|
||||
public List<WayPoint> GetPath(uint id)
|
||||
{
|
||||
return waypoint_map.LookupByKey(id);
|
||||
}
|
||||
@@ -1428,7 +1435,7 @@ namespace Game.AI
|
||||
}
|
||||
|
||||
MultiMap<int, SmartScriptHolder>[] mEventMap = new MultiMap<int, SmartScriptHolder>[(int)SmartScriptType.Max];
|
||||
Dictionary<uint, Dictionary<uint, SmartPath>> waypoint_map = new Dictionary<uint, Dictionary<uint, SmartPath>>();
|
||||
MultiMap<uint, WayPoint> waypoint_map = new MultiMap<uint, WayPoint>();
|
||||
|
||||
Dictionary<SmartScriptType, uint> SmartAITypeMask = new Dictionary<SmartScriptType, uint>
|
||||
{
|
||||
@@ -1534,16 +1541,8 @@ namespace Game.AI
|
||||
};
|
||||
}
|
||||
|
||||
public class SmartPath
|
||||
public class WayPoint
|
||||
{
|
||||
public SmartPath(uint _id, float _x, float _y, float _z)
|
||||
{
|
||||
id = _id;
|
||||
x = _x;
|
||||
y = _y;
|
||||
z = _z;
|
||||
}
|
||||
|
||||
public uint id;
|
||||
public float x;
|
||||
public float y;
|
||||
|
||||
@@ -2228,58 +2228,6 @@ namespace Game.AI
|
||||
Global.GameEventMgr.StartEvent(eventId, true);
|
||||
break;
|
||||
}
|
||||
case SmartActions.StartClosestWaypoint:
|
||||
{
|
||||
uint[] waypoints = new uint[SharedConst.SmartActionParamCount];
|
||||
waypoints[0] = e.Action.closestWaypointFromList.wp1;
|
||||
waypoints[1] = e.Action.closestWaypointFromList.wp2;
|
||||
waypoints[2] = e.Action.closestWaypointFromList.wp3;
|
||||
waypoints[3] = e.Action.closestWaypointFromList.wp4;
|
||||
waypoints[4] = e.Action.closestWaypointFromList.wp5;
|
||||
waypoints[5] = e.Action.closestWaypointFromList.wp6;
|
||||
float distanceToClosest = float.MaxValue;
|
||||
SmartPath closestWp = null;
|
||||
|
||||
var targets = GetTargets(e, unit);
|
||||
|
||||
foreach (var obj in targets)
|
||||
{
|
||||
Creature target = obj.ToCreature();
|
||||
if (target)
|
||||
{
|
||||
if (IsSmart(target))
|
||||
{
|
||||
for (byte i = 0; i < SharedConst.SmartActionParamCount; i++)
|
||||
{
|
||||
if (waypoints[i] == 0)
|
||||
continue;
|
||||
|
||||
var path = Global.SmartAIMgr.GetPath(waypoints[i]);
|
||||
|
||||
if (path.Empty())
|
||||
continue;
|
||||
|
||||
SmartPath wp = path[0];
|
||||
if (wp != null)
|
||||
{
|
||||
float distToThisPath = target.GetDistance(wp.x, wp.y, wp.z);
|
||||
|
||||
if (distToThisPath < distanceToClosest)
|
||||
{
|
||||
distanceToClosest = distToThisPath;
|
||||
closestWp = wp;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
if (closestWp != null)
|
||||
((SmartAI)target.GetAI()).StartPath(false, closestWp.id, true);
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
case SmartActions.RandomSound:
|
||||
{
|
||||
uint[] sounds = new uint[SharedConst.SmartActionParamCount - 1];
|
||||
|
||||
Reference in New Issue
Block a user