Core/Movement: Smooth movement
This commit is contained in:
@@ -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)
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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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if (WaypointList.Empty())
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return false;
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int size = WaypointList.Count;
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Escort_Waypoint waypoint = new Escort_Waypoint(0, 0, 0, 0, 0);
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do
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{
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user