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