Core/Movement: Smooth movement
This commit is contained in:
@@ -18,6 +18,8 @@
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using Framework.Constants;
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using Game.Entities;
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using Game.Groups;
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using Game.Maps;
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using Game.Movement;
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using Game.Scripting;
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using Game.Spells;
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using System;
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@@ -33,29 +35,26 @@ namespace Game.AI
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public SmartAI(Creature creature) : base(creature)
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{
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mIsCharmed = false;
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// copy script to local (protection for table reload)
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mWayPoints = null;
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mEscortState = SmartEscortState.None;
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mCurrentWPID = 0;//first wp id is 1 !!
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mWPReached = false;
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mWPPauseTimer = 0;
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mLastWP = null;
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mOOCReached = false;
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mEscortNPCFlags = 0;
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mCanRepeatPath = false;
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// spawn in run mode
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creature.SetWalk(false);
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mRun = false;
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mLastOOCPos = creature.GetPosition();
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// Spawn in run mode
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mRun = true;
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m_Ended = false;
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mCanAutoAttack = true;
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mCanCombatMove = true;
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mForcedPaused = false;
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mLastWPIDReached = 0;
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mEscortQuestID = 0;
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mDespawnTime = 0;
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@@ -103,25 +102,6 @@ namespace Game.AI
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GetScript().OnReset();
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}
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SmartPath GetNextWayPoint()
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{
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if (mWayPoints == null || mWayPoints.Empty())
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return null;
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mCurrentWPID++;
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var path = mWayPoints.LookupByKey(mCurrentWPID);
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if (path != null)
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{
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mLastWP = path;
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if (mLastWP.id != mCurrentWPID)
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{
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Log.outError(LogFilter.Server, "SmartAI.GetNextWayPoint: Got not expected waypoint id {0}, expected {1}", mLastWP.id, mCurrentWPID);
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}
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return path;
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}
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return null;
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}
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public void StartPath(bool run = false, uint path = 0, bool repeat = false, Unit invoker = null)
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{
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if (me.IsInCombat())// no wp movement in combat
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@@ -129,28 +109,35 @@ namespace Game.AI
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Log.outError(LogFilter.Server, "SmartAI.StartPath: Creature entry {0} wanted to start waypoint movement while in combat, ignoring.", me.GetEntry());
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return;
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}
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if (HasEscortState(SmartEscortState.Escorting))
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StopPath();
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SetRun(run);
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if (path != 0)
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if (!LoadPath(path))
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return;
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if (mWayPoints == null || mWayPoints.Empty())
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if (_path.nodes.Empty())
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return;
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AddEscortState(SmartEscortState.Escorting);
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mCurrentWPID = 1;
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m_Ended = false;
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// Do not use AddEscortState, removing everything from previous cycle
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mEscortState = SmartEscortState.Escorting;
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mCanRepeatPath = repeat;
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SetRun(run);
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SmartPath wp = GetNextWayPoint();
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if (wp != null)
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if (invoker && invoker.GetTypeId() == TypeId.Player)
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{
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mLastOOCPos = me.GetPosition();
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me.GetMotionMaster().MovePoint(wp.id, wp.x, wp.y, wp.z);
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GetScript().ProcessEventsFor(SmartEvents.WaypointStart, null, wp.id, GetScript().GetPathId());
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mEscortNPCFlags = me.GetUInt32Value(UnitFields.NpcFlags);
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me.SetFlag(UnitFields.NpcFlags, 0);
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}
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GetScript().ProcessEventsFor(SmartEvents.WaypointStart, null, mCurrentWPID, GetScript().GetPathId());
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me.GetMotionMaster().MovePath(_path, mCanRepeatPath);
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}
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bool LoadPath(uint entry)
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@@ -158,12 +145,36 @@ namespace Game.AI
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if (HasEscortState(SmartEscortState.Escorting))
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return false;
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mWayPoints = Global.SmartAIMgr.GetPath(entry);
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if (mWayPoints == null)
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var path = Global.SmartAIMgr.GetPath(entry);
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if (path.Empty())
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{
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GetScript().SetPathId(0);
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return false;
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}
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foreach (WayPoint waypoint in path)
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{
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float x = waypoint.x;
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float y = waypoint.y;
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float z = waypoint.z;
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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 = waypoint.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 = mRun ? WaypointMoveType.Run : WaypointMoveType.Walk;
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wp.delay = 0;
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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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GetScript().SetPathId(entry);
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return true;
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}
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@@ -172,22 +183,22 @@ namespace Game.AI
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{
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if (!HasEscortState(SmartEscortState.Escorting))
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return;
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if (HasEscortState(SmartEscortState.Paused))
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{
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Log.outError(LogFilter.Server, "SmartAI.PausePath: Creature entry {0} wanted to pause waypoint movement while already paused, ignoring.", me.GetEntry());
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Log.outError(LogFilter.Server, $"SmartAI.PausePath: Creature entry {me.GetEntry()} wanted to pause waypoint (current waypoint: {mCurrentWPID}) movement while already paused, ignoring.");
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return;
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}
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mForcedPaused = forced;
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mLastOOCPos = me.GetPosition();
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AddEscortState(SmartEscortState.Paused);
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mWPPauseTimer = delay;
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if (forced)
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if (forced && !mWPReached)
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{
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mForcedPaused = forced;
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SetRun(mRun);
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me.StopMoving();//force stop
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me.GetMotionMaster().MoveIdle();//force stop
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me.StopMoving();
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}
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GetScript().ProcessEventsFor(SmartEvents.WaypointPaused, null, mLastWP.id, GetScript().GetPathId());
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GetScript().ProcessEventsFor(SmartEvents.WaypointPaused, null, mCurrentWPID, GetScript().GetPathId());
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}
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public void StopPath(uint DespawnTime = 0, uint quest = 0, bool fail = false)
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@@ -197,33 +208,28 @@ namespace Game.AI
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if (quest != 0)
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mEscortQuestID = quest;
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SetDespawnTime(DespawnTime);
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mDespawnTime = DespawnTime;
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mLastOOCPos = me.GetPosition();
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me.StopMoving();//force stop
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if (mDespawnState != 2)
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SetDespawnTime(DespawnTime);
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me.StopMoving();
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me.GetMotionMaster().MovementExpired(false);
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me.GetMotionMaster().MoveIdle();
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GetScript().ProcessEventsFor(SmartEvents.WaypointStopped, null, mLastWP.id, GetScript().GetPathId());
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GetScript().ProcessEventsFor(SmartEvents.WaypointStopped, null, mCurrentWPID, GetScript().GetPathId());
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EndPath(fail);
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}
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public void EndPath(bool fail = false)
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{
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GetScript().ProcessEventsFor(SmartEvents.WaypointEnded, null, mLastWP.id, GetScript().GetPathId());
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RemoveEscortState(SmartEscortState.Escorting | SmartEscortState.Paused | SmartEscortState.Returning);
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mWayPoints = null;
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mCurrentWPID = 0;
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_path.nodes.Clear();
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mWPPauseTimer = 0;
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mLastWP = null;
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if (mCanRepeatPath)
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if (mEscortNPCFlags != 0)
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{
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if (IsAIControlled())
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StartPath(mRun, GetScript().GetPathId(), true);
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me.SetFlag(UnitFields.NpcFlags, mEscortNPCFlags);
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mEscortNPCFlags = 0;
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}
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else
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GetScript().SetPathId(0);
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List<WorldObject> targets = GetScript().GetTargetList(SharedConst.SmartEscortTargets);
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if (targets != null && mEscortQuestID != 0)
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@@ -266,15 +272,37 @@ namespace Game.AI
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}
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}
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}
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// End Path events should be only processed if it was SUCCESSFUL stop or stop called by SMART_ACTION_WAYPOINT_STOP
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if (fail)
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return;
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GetScript().ProcessEventsFor(SmartEvents.WaypointEnded, null, mCurrentWPID, GetScript().GetPathId());
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if (mCanRepeatPath)
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{
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if (IsAIControlled())
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StartPath(mRun, GetScript().GetPathId(), mCanRepeatPath);
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}
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else
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GetScript().SetPathId(0);
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if (mDespawnState == 1)
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StartDespawn();
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}
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public void ResumePath()
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{
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GetScript().ProcessEventsFor(SmartEvents.WaypointResumed, null, mCurrentWPID, GetScript().GetPathId());
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RemoveEscortState(SmartEscortState.Paused);
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mForcedPaused = false;
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mWPReached = false;
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mWPPauseTimer = 0;
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SetRun(mRun);
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if (mLastWP != null)
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me.GetMotionMaster().MovePoint(mLastWP.id, mLastWP.x, mLastWP.y, mLastWP.z);
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WaypointMovementGenerator move = (WaypointMovementGenerator)me.GetMotionMaster().top();
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if (move != null)
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move.GetTrackerTimer().Reset(1);
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}
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void ReturnToLastOOCPos()
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@@ -282,77 +310,59 @@ namespace Game.AI
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if (!IsAIControlled())
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return;
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SetRun(mRun);
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me.GetMotionMaster().MovePoint(EventId.SmartEscortLastOCCPoint, mLastOOCPos);
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me.SetWalk(false);
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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(EventId.SmartEscortLastOCCPoint, x, y, z);
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}
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void UpdatePath(uint diff)
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{
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if (!HasEscortState(SmartEscortState.Escorting))
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return;
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if (mEscortInvokerCheckTimer < diff)
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{
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if (!IsEscortInvokerInRange())
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{
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StopPath(mDespawnTime, mEscortQuestID, true);
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StopPath(0, mEscortQuestID, true);
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// allow to properly hook out of range despawn action, which in most cases should perform the same operation as dying
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GetScript().ProcessEventsFor(SmartEvents.Death, me);
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me.DespawnOrUnsummon(1);
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return;
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}
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mEscortInvokerCheckTimer = 1000;
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}
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else mEscortInvokerCheckTimer -= diff;
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else
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mEscortInvokerCheckTimer -= diff;
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// handle pause
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if (HasEscortState(SmartEscortState.Paused))
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{
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if (mWPPauseTimer < diff)
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if (mWPPauseTimer <= diff)
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{
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if (!me.IsInCombat() && !HasEscortState(SmartEscortState.Returning) && (mWPReached || mLastWPIDReached == EventId.SmartEscortLastOCCPoint || mForcedPaused))
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{
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GetScript().ProcessEventsFor(SmartEvents.WaypointResumed, null, mLastWP.id, GetScript().GetPathId());
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RemoveEscortState(SmartEscortState.Paused);
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if (mForcedPaused)// if paused between 2 wps resend movement
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{
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ResumePath();
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mWPReached = false;
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mForcedPaused = false;
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}
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if (mLastWPIDReached == EventId.SmartEscortLastOCCPoint)
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mWPReached = true;
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}
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mWPPauseTimer = 0;
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if (!me.IsInCombat() && !HasEscortState(SmartEscortState.Returning) && (mWPReached || mForcedPaused))
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ResumePath();
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}
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else
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{
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mWPPauseTimer -= diff;
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}
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}
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else if (m_Ended) // end path
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{
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m_Ended = false;
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StopPath();
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return;
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}
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if (HasEscortState(SmartEscortState.Returning))
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{
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if (mWPReached)//reached OOC WP
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{
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mOOCReached = false;
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RemoveEscortState(SmartEscortState.Returning);
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if (!HasEscortState(SmartEscortState.Paused))
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ResumePath();
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mWPReached = false;
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}
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}
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if (me.IsInCombat() || HasEscortState(SmartEscortState.Paused | SmartEscortState.Returning))
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return;
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// handle next wp
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if (mWPReached)//reached WP
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{
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mWPReached = false;
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if (mCurrentWPID == GetWPCount())
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{
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EndPath();
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}
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else
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{
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SmartPath wp = GetNextWayPoint();
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if (wp != null)
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{
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SetRun(mRun);
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me.GetMotionMaster().MovePoint(wp.id, wp.x, wp.y, wp.z);
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}
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}
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}
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}
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@@ -415,22 +425,44 @@ namespace Game.AI
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void MovepointReached(uint id)
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{
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if (id != EventId.SmartEscortLastOCCPoint && mLastWPIDReached != id)
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GetScript().ProcessEventsFor(SmartEvents.WaypointReached, null, id);
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// override the id, path can be resumed any time and counter will reset
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// mCurrentWPID holds proper id
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// both point movement and escort generator can enter this function
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if (id == EventId.SmartEscortLastOCCPoint)
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{
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mOOCReached = true;
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return;
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}
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mCurrentWPID = id + 1; // in SmartAI increase by 1
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mLastWPIDReached = id;
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mWPReached = true;
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GetScript().ProcessEventsFor(SmartEvents.WaypointReached, null, mCurrentWPID, GetScript().GetPathId());
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if (HasEscortState(SmartEscortState.Paused))
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me.StopMoving();
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else if (HasEscortState(SmartEscortState.Escorting) && me.GetMotionMaster().GetCurrentMovementGeneratorType() == MovementGeneratorType.Waypoint)
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{
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mWPReached = false;
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if (mCurrentWPID == _path.nodes.Count)
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m_Ended = true;
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else
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SetRun(mRun);
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}
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}
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public override void MovementInform(MovementGeneratorType MovementType, uint Data)
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{
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if ((MovementType == MovementGeneratorType.Point && Data == EventId.SmartEscortLastOCCPoint) || MovementType == MovementGeneratorType.Follow)
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if (MovementType == MovementGeneratorType.Point && Data == EventId.SmartEscortLastOCCPoint)
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me.ClearUnitState(UnitState.Evade);
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GetScript().ProcessEventsFor(SmartEvents.Movementinform, null, (uint)MovementType, Data);
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if (MovementType != MovementGeneratorType.Point || !HasEscortState(SmartEscortState.Escorting))
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if (!HasEscortState(SmartEscortState.Escorting))
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return;
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MovepointReached(Data);
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if (MovementType == MovementGeneratorType.Waypoint || (MovementType == MovementGeneratorType.Point && Data == EventId.SmartEscortLastOCCPoint))
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MovepointReached(Data);
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}
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void RemoveAuras()
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@@ -460,28 +492,35 @@ namespace Game.AI
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GetScript().ProcessEventsFor(SmartEvents.Evade);//must be after aura clear so we can cast spells from db
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SetRun(mRun);
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Unit target = !mFollowGuid.IsEmpty() ? Global.ObjAccessor.GetUnit(me, mFollowGuid) : null;
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Unit owner = me.GetCharmerOrOwner();
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if (HasEscortState(SmartEscortState.Escorting))
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{
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AddEscortState(SmartEscortState.Returning);
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ReturnToLastOOCPos();
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}
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else if (target)
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{
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me.GetMotionMaster().MoveFollow(target, mFollowDist, mFollowAngle);
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// evade is not cleared in MoveFollow, so we can't keep it
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me.ClearUnitState(UnitState.Evade);
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}
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else if (owner)
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{
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me.GetMotionMaster().MoveFollow(owner, SharedConst.PetFollowDist, SharedConst.PetFollowAngle);
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me.ClearUnitState(UnitState.Evade);
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}
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else
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me.GetMotionMaster().MoveTargetedHome();
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{
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Unit target = !mFollowGuid.IsEmpty() ? Global.ObjAccessor.GetUnit(me, mFollowGuid) : null;
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Unit owner = me.GetCharmerOrOwner();
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Reset();
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if (target)
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{
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me.GetMotionMaster().MoveFollow(target, mFollowDist, mFollowAngle);
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// evade is not cleared in MoveFollow, so we can't keep it
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me.ClearUnitState(UnitState.Evade);
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GetScript().OnReset();
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}
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else if (owner)
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{
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me.GetMotionMaster().MoveFollow(owner, SharedConst.PetFollowDist, SharedConst.PetFollowAngle);
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me.ClearUnitState(UnitState.Evade);
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}
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else
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me.GetMotionMaster().MoveTargetedHome();
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}
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if (!me.HasUnitState(UnitState.Evade))
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GetScript().OnReset();
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}
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public override void MoveInLineOfSight(Unit who)
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@@ -585,25 +624,13 @@ namespace Game.AI
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me.InterruptNonMeleeSpells(false); // must be before ProcessEvents
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GetScript().ProcessEventsFor(SmartEvents.Aggro, victim);
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if (!IsAIControlled())
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return;
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mLastOOCPos = me.GetPosition();
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SetRun(mRun);
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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;
|
||||
|
||||
Reference in New Issue
Block a user