Core/SmartAI: allow AreaTrigger SAI scripts to use the player triggering it as base object for actions and targeting

Port From (https://github.com/TrinityCore/TrinityCore/commit/1ddde5ca3cac8ac03239882778af3702b59d582d)
This commit is contained in:
hondacrx
2022-02-23 16:28:32 -05:00
parent 475600daa9
commit bbc0c07697
5 changed files with 60 additions and 107 deletions
+14 -14
View File
@@ -119,7 +119,7 @@ namespace Game.AI
/// - Has aura with ID <aura> (if aura > 0)
/// - Does not have aura with ID -<aura> (if aura < 0)
/// </summary>
public Unit SelectTarget(SelectAggroTarget targetType, uint offset = 0, float dist = 0.0f, bool playerOnly = false, bool withTank = true, int aura = 0)
public Unit SelectTarget(SelectTargetMethod targetType, uint offset = 0, float dist = 0.0f, bool playerOnly = false, bool withTank = true, int aura = 0)
{
return SelectTarget(targetType, offset, new DefaultTargetSelector(me, dist, playerOnly, withTank, aura));
}
@@ -128,7 +128,7 @@ namespace Game.AI
/// Select the best target (in <targetType> order) satisfying <predicate> from the threat list.
/// If <offset> is nonzero, the first <offset> entries in <targetType> order (or MAXTHREAT order, if <targetType> is RANDOM) are skipped.
/// </summary>
public Unit SelectTarget(SelectAggroTarget targetType, uint offset, ICheck<Unit> selector)
public Unit SelectTarget(SelectTargetMethod targetType, uint offset, ICheck<Unit> selector)
{
ThreatManager mgr = GetThreatManager();
// shortcut: if we ignore the first <offset> elements, and there are at most <offset> elements, then we ignore ALL elements
@@ -143,8 +143,8 @@ namespace Game.AI
return targetType switch
{
SelectAggroTarget.MaxThreat or SelectAggroTarget.MinThreat or SelectAggroTarget.MaxDistance or SelectAggroTarget.MinDistance => targetList[0],
SelectAggroTarget.Random => targetList.SelectRandom(),
SelectTargetMethod.MaxThreat or SelectTargetMethod.MinThreat or SelectTargetMethod.MaxDistance or SelectTargetMethod.MinDistance => targetList[0],
SelectTargetMethod.Random => targetList.SelectRandom(),
_ => null,
};
}
@@ -160,7 +160,7 @@ namespace Game.AI
/// - Does not have aura with ID -<aura> (if aura < 0)
/// The resulting targets are stored in <targetList> (which is cleared first).
/// </summary>
public List<Unit> SelectTargetList(uint num, SelectAggroTarget targetType, uint offset = 0, float dist = 0f, bool playerOnly = false, bool withTank = true, int aura = 0)
public List<Unit> SelectTargetList(uint num, SelectTargetMethod targetType, uint offset = 0, float dist = 0f, bool playerOnly = false, bool withTank = true, int aura = 0)
{
return SelectTargetList(num, targetType, offset, new DefaultTargetSelector(me, dist, playerOnly, withTank, aura));
}
@@ -169,7 +169,7 @@ namespace Game.AI
/// Select the best (up to) <num> targets (in <targetType> order) satisfying <predicate> from the threat list and stores them in <targetList> (which is cleared first).
/// If <offset> is nonzero, the first <offset> entries in <targetType> order (or MAXTHREAT order, if <targetType> is RANDOM) are skipped.
/// </summary>
public List<Unit> SelectTargetList(uint num, SelectAggroTarget targetType, uint offset, ICheck<Unit> selector)
public List<Unit> SelectTargetList(uint num, SelectTargetMethod targetType, uint offset, ICheck<Unit> selector)
{
var targetList = new List<Unit>();
@@ -178,7 +178,7 @@ namespace Game.AI
if (mgr.GetThreatListSize() <= offset)
return targetList;
if (targetType == SelectAggroTarget.MaxDistance || targetType == SelectAggroTarget.MinDistance)
if (targetType == SelectTargetMethod.MaxDistance || targetType == SelectTargetMethod.MinDistance)
{
foreach (ThreatReference refe in mgr.GetSortedThreatList())
{
@@ -213,11 +213,11 @@ namespace Game.AI
}
// right now, list is unsorted for DISTANCE types - re-sort by MAXDISTANCE
if (targetType == SelectAggroTarget.MaxDistance || targetType == SelectAggroTarget.MinDistance)
SortByDistance(targetList, targetType == SelectAggroTarget.MinDistance);
if (targetType == SelectTargetMethod.MaxDistance || targetType == SelectTargetMethod.MinDistance)
SortByDistance(targetList, targetType == SelectTargetMethod.MinDistance);
// now the list is MAX sorted, reverse for MIN types
if (targetType == SelectAggroTarget.MinThreat)
if (targetType == SelectTargetMethod.MinThreat)
targetList.Reverse();
// ignore the first <offset> elements
@@ -233,7 +233,7 @@ namespace Game.AI
if (targetList.Count <= num)
return targetList;
if (targetType == SelectAggroTarget.Random)
if (targetType == SelectTargetMethod.Random)
targetList = targetList.SelectRandom(num).ToList();
else
targetList.Resize(num);
@@ -265,7 +265,7 @@ namespace Game.AI
if (spellInfo != null)
{
bool playerOnly = spellInfo.HasAttribute(SpellAttr3.OnlyTargetPlayers);
target = SelectTarget(SelectAggroTarget.Random, 0, spellInfo.GetMaxRange(false), playerOnly);
target = SelectTarget(SelectTargetMethod.Random, 0, spellInfo.GetMaxRange(false), playerOnly);
}
break;
}
@@ -286,7 +286,7 @@ namespace Game.AI
&& targetSelector.Invoke(me.GetVictim()))
target = me.GetVictim();
else
target = SelectTarget(SelectAggroTarget.Random, 0, targetSelector);
target = SelectTarget(SelectTargetMethod.Random, 0, targetSelector);
}
break;
}
@@ -515,7 +515,7 @@ namespace Game.AI
}
}
public enum SelectAggroTarget
public enum SelectTargetMethod
{
Random = 0, // just pick a random target
MaxThreat, // prefer targets higher in the threat list