Core/Creatures: Allow adding summons to CreatureGroup (only adding, no formation movement of linked aggro yet)

Port From (https://github.com/TrinityCore/TrinityCore/commit/16bfbe1a3a12256d9476f3ae23e1f34f31f9cf07)
This commit is contained in:
Hondacrx
2024-09-01 15:39:23 -04:00
parent 530e8dbd36
commit c7e7347757
+59 -49
View File
@@ -50,16 +50,22 @@ namespace Game.Entities
public static void RemoveCreatureFromGroup(CreatureGroup group, Creature member)
{
Log.outDebug(LogFilter.Unit, "Deleting member GUID: {0} from group {1}", group.GetLeaderSpawnId(), member.GetSpawnId());
ulong leaderSpawnId = group.GetLeaderSpawnId();
Log.outDebug(LogFilter.Unit, $"Deleting member GUID: {leaderSpawnId} from group {member.GetSpawnId()}");
group.RemoveMember(member);
if (group.IsEmpty())
{
Map map = member.GetMap();
if (leaderSpawnId != 0)
{
Map map = member.GetMap();
Log.outDebug(LogFilter.Unit, "Deleting group with InstanceID {0}", member.GetInstanceId());
Cypher.Assert(map.CreatureGroupHolder.ContainsKey(group.GetLeaderSpawnId()), $"Not registered group {group.GetLeaderSpawnId()} in map {map.GetId()}");
map.CreatureGroupHolder.Remove(group.GetLeaderSpawnId());
Log.outDebug(LogFilter.Unit, $"Deleting group with InstanceID {member.GetInstanceId()}");
bool erased = map.CreatureGroupHolder.Remove(leaderSpawnId);
Cypher.Assert(erased, $"Not registered group {leaderSpawnId} in map {map.GetId()}");
}
}
}
@@ -80,29 +86,14 @@ namespace Game.Entities
do
{
//Load group member data
FormationInfo member = new();
member.LeaderSpawnId = result.Read<ulong>(0);
ulong leaderSpawnId = result.Read<ulong>(0);
ulong memberSpawnId = result.Read<ulong>(1);
member.FollowDist = 0f;
member.FollowAngle = 0f;
//If creature is group leader we may skip loading of dist/angle
if (member.LeaderSpawnId != memberSpawnId)
{
member.FollowDist = result.Read<float>(2);
member.FollowAngle = result.Read<float>(3) * MathFunctions.PI / 180;
}
member.GroupAI = result.Read<uint>(4);
for (var i = 0; i < 2; ++i)
member.LeaderWaypointIDs[i] = result.Read<ushort>(5 + i);
// check data correctness
{
if (Global.ObjectMgr.GetCreatureData(member.LeaderSpawnId) == null)
if (Global.ObjectMgr.GetCreatureData(leaderSpawnId) == null)
{
Log.outError(LogFilter.Sql, $"creature_formations table leader guid {member.LeaderSpawnId} incorrect (not exist)");
Log.outError(LogFilter.Sql, $"creature_formations table leader guid {leaderSpawnId} incorrect (not exist)");
continue;
}
@@ -112,9 +103,25 @@ namespace Game.Entities
continue;
}
leaderSpawnIds.Add(member.LeaderSpawnId);
leaderSpawnIds.Add(leaderSpawnId);
}
FormationInfo member = new();
member.LeaderSpawnId = leaderSpawnId;
member.FollowDist = 0.0f;
member.FollowAngle = 0.0f;
//If creature is group leader we may skip loading of dist/angle
if (member.LeaderSpawnId != memberSpawnId)
{
member.FollowDist = result.Read<float>(2);
member.FollowAngle = result.Read<float>(3) * MathF.PI / 180.0f;
}
member.GroupAI = result.Read<uint>(4);
for (byte i = 0; i < 2; ++i)
member.LeaderWaypointIDs[i] = result.Read<ushort>(5 + i);
_creatureGroupMap.Add(memberSpawnId, member);
++count;
}
@@ -180,18 +187,17 @@ namespace Game.Entities
public void AddMember(Creature member)
{
Log.outDebug(LogFilter.Unit, "CreatureGroup.AddMember: Adding {0}.", member.GetGUID().ToString());
Log.outDebug(LogFilter.Unit, $"CreatureGroup.AddMember: Adding {member.GetGUID()}.");
//Check if it is a leader
if (member.GetSpawnId() == _leaderSpawnId)
if ((_leaderSpawnId != 0 && member.GetSpawnId() == _leaderSpawnId)
|| (_leaderSpawnId == 0 && _leader == null)) // in formations made of tempsummons first member to be added is leader
{
Log.outDebug(LogFilter.Unit, "{0} is formation leader. Adding group.", member.GetGUID().ToString());
Log.outDebug(LogFilter.Unit, $"{member.GetGUID()} is formation leader. Adding group.");
_leader = member;
}
// formation must be registered at this point
FormationInfo formationInfo = FormationMgr.GetFormationInfo(member.GetSpawnId());
_members.Add(member, formationInfo);
_members.Add(member, FormationMgr.GetFormationInfo(member.GetSpawnId()));
member.SetFormation(this);
}
@@ -210,7 +216,11 @@ namespace Game.Entities
if (_engaging)
return;
GroupAIFlags groupAI = (GroupAIFlags)FormationMgr.GetFormationInfo(member.GetSpawnId()).GroupAI;
FormationInfo formationInfo = _members.LookupByKey(member);
if (formationInfo == null)
return;
GroupAIFlags groupAI = (GroupAIFlags)formationInfo.GroupAI;
if (groupAI == 0)
return;
@@ -224,10 +234,8 @@ namespace Game.Entities
_engaging = true;
foreach (var pair in _members)
foreach (var (other, _) in _members)
{
Creature other = pair.Key;
// Skip self
if (other == member)
continue;
@@ -244,13 +252,16 @@ namespace Game.Entities
public void FormationReset(bool dismiss)
{
foreach (var (creature, _) in _members)
foreach (var (member, _) in _members)
{
if (dismiss)
creature.GetMotionMaster().Remove(MovementGeneratorType.Formation, MovementSlot.Default);
else
creature.GetMotionMaster().MoveIdle();
Log.outDebug(LogFilter.Unit, $"CreatureGroup::FormationReset: Set {(dismiss ? "default" : "idle")} movement for member {creature.GetGUID()}");
if (member != _leader && member.IsAlive())
{
if (dismiss)
member.GetMotionMaster().Remove(MovementGeneratorType.Formation, MovementSlot.Default);
else
member.GetMotionMaster().MoveIdle();
Log.outDebug(LogFilter.Unit, $"CreatureGroup::FormationReset: Set {(dismiss ? "default" : "idle")} movement for member {member.GetGUID()}");
}
}
_formed = !dismiss;
@@ -261,27 +272,26 @@ namespace Game.Entities
if (_leader == null)
return;
foreach (var pair in _members)
foreach (var (member, formationInfo) in _members)
{
Creature member = pair.Key;
if (member == _leader || !member.IsAlive() || member.IsEngaged() || !pair.Value.GroupAI.HasAnyFlag((uint)GroupAIFlags.IdleInFormation))
if (member == _leader || !member.IsAlive() || member.IsEngaged() || formationInfo == null || !formationInfo.GroupAI.HasAnyFlag((uint)GroupAIFlags.IdleInFormation))
continue;
float angle = pair.Value.FollowAngle + MathF.PI; // for some reason, someone thought it was a great idea to invert relativ angles...
float dist = pair.Value.FollowDist;
float angle = formationInfo.FollowAngle + MathF.PI; // for some reason, someone thought it was a great idea to invert relativ angles...
float dist = formationInfo.FollowDist;
if (!member.HasUnitState(UnitState.FollowFormation))
member.GetMotionMaster().MoveFormation(_leader, dist, angle, pair.Value.LeaderWaypointIDs[0], pair.Value.LeaderWaypointIDs[1]);
member.GetMotionMaster().MoveFormation(_leader, dist, angle, formationInfo.LeaderWaypointIDs[0], formationInfo.LeaderWaypointIDs[1]);
}
}
public bool CanLeaderStartMoving()
{
foreach (var pair in _members)
foreach (var (member, _) in _members)
{
if (pair.Key != _leader && pair.Key.IsAlive())
if (member != _leader && member.IsAlive())
{
if (pair.Key.IsEngaged() || pair.Key.IsReturningHome())
if (member.IsEngaged() || member.IsReturningHome())
return false;
}
}