3d3fd0f55f
Port From (https://github.com/TrinityCore/TrinityCore/commit/97585597f0b1aff93873fe4d757556731bc0c1b2)
3428 lines
135 KiB
C#
3428 lines
135 KiB
C#
/*
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* Copyright (C) 2012-2020 CypherCore <http://github.com/CypherCore>
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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using Framework.Constants;
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using Framework.Database;
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using Framework.Dynamic;
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using Game.AI;
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using Game.DataStorage;
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using Game.Groups;
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using Game.Loots;
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using Game.Maps;
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using Game.Networking.Packets;
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using Game.Spells;
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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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namespace Game.Entities
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{
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public partial class Creature : Unit
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{
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public Creature() : this(false) { }
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public Creature(bool worldObject) : base(worldObject)
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{
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m_respawnDelay = 300;
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m_corpseDelay = 60;
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m_boundaryCheckTime = 2500;
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reactState = ReactStates.Aggressive;
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DefaultMovementType = MovementGeneratorType.Idle;
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m_regenHealth = true;
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m_meleeDamageSchoolMask = SpellSchoolMask.Normal;
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triggerJustAppeared = true;
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RegenTimer = SharedConst.CreatureRegenInterval;
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m_SightDistance = SharedConst.SightRangeUnit;
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ResetLootMode(); // restore default loot mode
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m_homePosition = new WorldLocation();
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}
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public override void Dispose()
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{
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i_AI = null;
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base.Dispose();
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}
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public override void AddToWorld()
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{
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// Register the creature for guid lookup
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if (!IsInWorld)
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{
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if (m_zoneScript != null)
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m_zoneScript.OnCreatureCreate(this);
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GetMap().GetObjectsStore().Add(GetGUID(), this);
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if (m_spawnId != 0)
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GetMap().GetCreatureBySpawnIdStore().Add(m_spawnId, this);
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base.AddToWorld();
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SearchFormation();
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InitializeAI();
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if (IsVehicle())
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GetVehicleKit().Install();
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}
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}
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public override void RemoveFromWorld()
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{
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if (IsInWorld)
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{
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if (m_zoneScript != null)
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m_zoneScript.OnCreatureRemove(this);
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if (m_formation != null)
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FormationMgr.RemoveCreatureFromGroup(m_formation, this);
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base.RemoveFromWorld();
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if (m_spawnId != 0)
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GetMap().GetCreatureBySpawnIdStore().Remove(m_spawnId, this);
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GetMap().GetObjectsStore().Remove(GetGUID());
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}
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}
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public void DisappearAndDie()
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{
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ForcedDespawn(0);
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}
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public override void PauseMovement(uint timer = 0, MovementSlot slot = 0)
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{
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base.PauseMovement(timer, slot);
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SetHomePosition(GetPosition());
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}
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public bool IsReturningHome()
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{
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if (GetMotionMaster().GetMotionSlotType(MovementSlot.Active) == MovementGeneratorType.Home)
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return true;
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return false;
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}
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public void SearchFormation()
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{
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if (IsSummon())
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return;
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ulong lowguid = GetSpawnId();
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if (lowguid == 0)
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return;
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var frmdata = FormationMgr.CreatureGroupMap.LookupByKey(lowguid);
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if (frmdata != null)
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FormationMgr.AddCreatureToGroup(frmdata.leaderGUID, this);
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}
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public bool IsFormationLeader()
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{
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if (m_formation == null)
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return false;
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return m_formation.IsLeader(this);
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}
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public void SignalFormationMovement(Position destination, uint id = 0, WaypointMoveType moveType = 0, bool orientation = false)
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{
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if (m_formation == null)
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return;
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if (!m_formation.IsLeader(this))
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return;
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m_formation.LeaderMoveTo(destination, id, moveType, orientation);
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}
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public bool IsFormationLeaderMoveAllowed()
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{
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if (m_formation == null)
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return false;
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return m_formation.CanLeaderStartMoving();
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}
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public void RemoveCorpse(bool setSpawnTime = true, bool destroyForNearbyPlayers = true)
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{
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if (GetDeathState() != DeathState.Corpse)
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return;
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if (m_respawnCompatibilityMode)
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{
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m_corpseRemoveTime = Time.UnixTime;
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SetDeathState(DeathState.Dead);
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RemoveAllAuras();
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//DestroyForNearbyPlayers(); // old UpdateObjectVisibility()
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loot.Clear();
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uint respawnDelay = m_respawnDelay;
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if (IsAIEnabled)
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GetAI().CorpseRemoved(respawnDelay);
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if (destroyForNearbyPlayers)
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DestroyForNearbyPlayers();
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// Should get removed later, just keep "compatibility" with scripts
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if (setSpawnTime)
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m_respawnTime = Math.Max(Time.UnixTime + respawnDelay, m_respawnTime);
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// if corpse was removed during falling, the falling will continue and override relocation to respawn position
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if (IsFalling())
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StopMoving();
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float x, y, z, o;
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GetRespawnPosition(out x, out y, out z, out o);
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// We were spawned on transport, calculate real position
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if (IsSpawnedOnTransport())
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{
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Position pos = m_movementInfo.transport.pos;
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pos.posX = x;
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pos.posY = y;
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pos.posZ = z;
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pos.SetOrientation(o);
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ITransport transport = GetDirectTransport();
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if (transport != null)
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transport.CalculatePassengerPosition(ref x, ref y, ref z, ref o);
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}
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SetHomePosition(x, y, z, o);
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GetMap().CreatureRelocation(this, x, y, z, o);
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}
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else
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{
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// In case this is called directly and normal respawn timer not set
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// Since this timer will be longer than the already present time it
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// will be ignored if the correct place added a respawn timer
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if (setSpawnTime)
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{
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uint respawnDelay = m_respawnDelay;
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m_respawnTime = Math.Max(Time.UnixTime + respawnDelay, m_respawnTime);
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SaveRespawnTime(0, false);
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}
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AddObjectToRemoveList();
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}
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}
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public bool InitEntry(uint entry, CreatureData data = null)
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{
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CreatureTemplate normalInfo = Global.ObjectMgr.GetCreatureTemplate(entry);
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if (normalInfo == null)
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{
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Log.outError(LogFilter.Sql, "Creature.InitEntry creature entry {0} does not exist.", entry);
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return false;
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}
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// get difficulty 1 mode entry
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CreatureTemplate cinfo = null;
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DifficultyRecord difficultyEntry = CliDB.DifficultyStorage.LookupByKey(GetMap().GetDifficultyID());
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while (cinfo == null && difficultyEntry != null)
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{
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int idx = CreatureTemplate.DifficultyIDToDifficultyEntryIndex(difficultyEntry.Id);
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if (idx == -1)
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break;
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if (normalInfo.DifficultyEntry[idx] != 0)
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{
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cinfo = Global.ObjectMgr.GetCreatureTemplate(normalInfo.DifficultyEntry[idx]);
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break;
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}
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if (difficultyEntry.FallbackDifficultyID == 0)
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break;
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difficultyEntry = CliDB.DifficultyStorage.LookupByKey(difficultyEntry.FallbackDifficultyID);
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}
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if (cinfo == null)
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cinfo = normalInfo;
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// Initialize loot duplicate count depending on raid difficulty
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if (GetMap().Is25ManRaid())
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loot.maxDuplicates = 3;
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SetEntry(entry); // normal entry always
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m_creatureInfo = cinfo; // map mode related always
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// equal to player Race field, but creature does not have race
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SetRace(0);
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SetClass((Class)cinfo.UnitClass);
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// Cancel load if no model defined
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if (cinfo.GetFirstValidModel() == null)
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{
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Log.outError(LogFilter.Sql, "Creature (Entry: {0}) has no model defined in table `creature_template`, can't load. ", entry);
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return false;
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}
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CreatureModel model = ObjectManager.ChooseDisplayId(cinfo, data);
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CreatureModelInfo minfo = Global.ObjectMgr.GetCreatureModelRandomGender(ref model, cinfo);
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if (minfo == null) // Cancel load if no model defined
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{
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Log.outError(LogFilter.Sql, "Creature (Entry: {0}) has invalid model {1} defined in table `creature_template`, can't load.", entry, model.CreatureDisplayID);
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return false;
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}
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SetDisplayId(model.CreatureDisplayID, model.DisplayScale);
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SetNativeDisplayId(model.CreatureDisplayID, model.DisplayScale);
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// Load creature equipment
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if (data == null || data.equipmentId == 0)
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LoadEquipment(); // use default equipment (if available)
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else if(data != null && data.equipmentId != 0) // override, 0 means no equipment
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{
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m_originalEquipmentId = (sbyte)data.equipmentId;
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LoadEquipment(data.equipmentId);
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}
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SetName(normalInfo.Name); // at normal entry always
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SetModCastingSpeed(1.0f);
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SetModSpellHaste(1.0f);
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SetModHaste(1.0f);
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SetModRangedHaste(1.0f);
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SetModHasteRegen(1.0f);
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SetModTimeRate(1.0f);
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SetSpeedRate(UnitMoveType.Walk, cinfo.SpeedWalk);
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SetSpeedRate(UnitMoveType.Run, cinfo.SpeedRun);
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SetSpeedRate(UnitMoveType.Swim, 1.0f); // using 1.0 rate
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SetSpeedRate(UnitMoveType.Flight, 1.0f); // using 1.0 rate
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SetObjectScale(cinfo.Scale);
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SetHoverHeight(cinfo.HoverHeight);
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// checked at loading
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DefaultMovementType = (MovementGeneratorType)(data != null ? data.movementType : cinfo.MovementType);
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if (m_respawnradius == 0 && DefaultMovementType == MovementGeneratorType.Random)
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DefaultMovementType = MovementGeneratorType.Idle;
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for (byte i = 0; i < SharedConst.MaxCreatureSpells; ++i)
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m_spells[i] = GetCreatureTemplate().Spells[i];
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return true;
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}
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public bool UpdateEntry(uint entry, CreatureData data = null, bool updateLevel = true)
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{
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if (!InitEntry(entry, data))
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return false;
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CreatureTemplate cInfo = GetCreatureTemplate();
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m_regenHealth = cInfo.RegenHealth;
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// creatures always have melee weapon ready if any unless specified otherwise
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if (GetCreatureAddon() == null)
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SetSheath(SheathState.Melee);
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SetFaction(cInfo.Faction);
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ulong npcFlags;
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uint unitFlags, unitFlags2, unitFlags3, dynamicFlags;
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ObjectManager.ChooseCreatureFlags(cInfo, out npcFlags, out unitFlags, out unitFlags2, out unitFlags3, out dynamicFlags, data);
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if (cInfo.FlagsExtra.HasAnyFlag(CreatureFlagsExtra.Worldevent))
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npcFlags |= Global.GameEventMgr.GetNPCFlag(this);
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SetNpcFlags((NPCFlags)(npcFlags & 0xFFFFFFFF));
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SetNpcFlags2((NPCFlags2)(npcFlags >> 32));
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// if unit is in combat, keep this flag
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unitFlags &= ~(uint)UnitFlags.InCombat;
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if (IsInCombat())
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unitFlags |= (uint)UnitFlags.InCombat;
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SetUnitFlags((UnitFlags)unitFlags);
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SetUnitFlags2((UnitFlags2)unitFlags2);
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SetUnitFlags3((UnitFlags3)unitFlags3);
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SetDynamicFlags((UnitDynFlags)dynamicFlags);
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SetUpdateFieldValue(m_values.ModifyValue(m_unitData).ModifyValue(m_unitData.StateAnimID), Global.DB2Mgr.GetEmptyAnimStateID());
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SetBaseAttackTime(WeaponAttackType.BaseAttack, cInfo.BaseAttackTime);
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SetBaseAttackTime(WeaponAttackType.OffAttack, cInfo.BaseAttackTime);
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SetBaseAttackTime(WeaponAttackType.RangedAttack, cInfo.RangeAttackTime);
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if (updateLevel)
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SelectLevel();
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else
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UpdateLevelDependantStats(); // We still re-initialize level dependant stats on entry update
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SetMeleeDamageSchool((SpellSchools)cInfo.DmgSchool);
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SetStatFlatModifier(UnitMods.ResistanceHoly, UnitModifierFlatType.Base, cInfo.Resistance[(int)SpellSchools.Holy]);
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SetStatFlatModifier(UnitMods.ResistanceFire, UnitModifierFlatType.Base, cInfo.Resistance[(int)SpellSchools.Fire]);
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SetStatFlatModifier(UnitMods.ResistanceNature, UnitModifierFlatType.Base, cInfo.Resistance[(int)SpellSchools.Nature]);
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SetStatFlatModifier(UnitMods.ResistanceFrost, UnitModifierFlatType.Base, cInfo.Resistance[(int)SpellSchools.Frost]);
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SetStatFlatModifier(UnitMods.ResistanceShadow, UnitModifierFlatType.Base, cInfo.Resistance[(int)SpellSchools.Shadow]);
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SetStatFlatModifier(UnitMods.ResistanceArcane, UnitModifierFlatType.Base, cInfo.Resistance[(int)SpellSchools.Arcane]);
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SetCanModifyStats(true);
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UpdateAllStats();
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// checked and error show at loading templates
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var factionTemplate = CliDB.FactionTemplateStorage.LookupByKey(cInfo.Faction);
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if (factionTemplate != null)
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SetPvP(factionTemplate.Flags.HasAnyFlag((ushort)FactionTemplateFlags.PVP));
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// updates spell bars for vehicles and set player's faction - should be called here, to overwrite faction that is set from the new template
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if (IsVehicle())
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{
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Player owner = GetCharmerOrOwnerPlayerOrPlayerItself();
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if (owner != null) // this check comes in case we don't have a player
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{
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SetFaction(owner.GetFaction()); // vehicles should have same as owner faction
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owner.VehicleSpellInitialize();
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}
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}
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// trigger creature is always not selectable and can not be attacked
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if (IsTrigger())
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AddUnitFlag(UnitFlags.NotSelectable);
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InitializeReactState();
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if (Convert.ToBoolean(cInfo.FlagsExtra & CreatureFlagsExtra.NoTaunt))
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{
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ApplySpellImmune(0, SpellImmunity.State, AuraType.ModTaunt, true);
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ApplySpellImmune(0, SpellImmunity.Effect, SpellEffectName.AttackMe, true);
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}
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if (cInfo.InhabitType.HasAnyFlag(InhabitType.Root))
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SetControlled(true, UnitState.Root);
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UpdateMovementFlags();
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LoadCreaturesAddon();
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LoadMechanicTemplateImmunity();
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return true;
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}
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public override void Update(uint diff)
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{
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if (IsAIEnabled && triggerJustAppeared && m_deathState == DeathState.Alive)
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{
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triggerJustAppeared = false;
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GetAI().JustAppeared();
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if (m_respawnCompatibilityMode && VehicleKit != null)
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VehicleKit.Reset();
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}
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UpdateMovementFlags();
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switch (m_deathState)
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{
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case DeathState.JustRespawned:
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case DeathState.JustDied:
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Log.outError(LogFilter.Unit, "Creature ({0}) in wrong state: {1}", GetGUID().ToString(), m_deathState);
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break;
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case DeathState.Dead:
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{
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long now = Time.UnixTime;
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if (m_respawnTime <= now)
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{
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// First check if there are any scripts that object to us respawning
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if (!Global.ScriptMgr.CanSpawn(GetSpawnId(), GetEntry(), GetCreatureData(), GetMap()))
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{
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m_respawnTime = now + RandomHelper.URand(4, 7);
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break; // Will be rechecked on next Update call after delay expires
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}
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ObjectGuid dbtableHighGuid = ObjectGuid.Create(HighGuid.Creature, GetMapId(), GetEntry(), m_spawnId);
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long linkedRespawnTime = GetMap().GetLinkedRespawnTime(dbtableHighGuid);
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if (linkedRespawnTime == 0) // Can respawn
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Respawn();
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else // the master is dead
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{
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ObjectGuid targetGuid = Global.ObjectMgr.GetLinkedRespawnGuid(dbtableHighGuid);
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if (targetGuid == dbtableHighGuid) // if linking self, never respawn (check delayed to next day)
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SetRespawnTime(Time.Week);
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else
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{
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// else copy time from master and add a little
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long baseRespawnTime = Math.Max(linkedRespawnTime, now);
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long offset = RandomHelper.URand(5, Time.Minute);
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// linked guid can be a boss, uses std::numeric_limits<time_t>::max to never respawn in that instance
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// we shall inherit it instead of adding and causing an overflow
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if (baseRespawnTime <= long.MaxValue - offset)
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m_respawnTime = baseRespawnTime + offset;
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else
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m_respawnTime = long.MaxValue;
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}
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SaveRespawnTime(); // also save to DB immediately
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}
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}
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break;
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}
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case DeathState.Corpse:
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base.Update(diff);
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if (m_deathState != DeathState.Corpse)
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break;
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if (m_groupLootTimer != 0 && !lootingGroupLowGUID.IsEmpty())
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{
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if (m_groupLootTimer <= diff)
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{
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Group group = Global.GroupMgr.GetGroupByGUID(lootingGroupLowGUID);
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if (group)
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group.EndRoll(loot, GetMap());
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m_groupLootTimer = 0;
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lootingGroupLowGUID.Clear();
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}
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else m_groupLootTimer -= diff;
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}
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else if (m_corpseRemoveTime <= Time.UnixTime)
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{
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RemoveCorpse(false);
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Log.outDebug(LogFilter.Unit, "Removing corpse... {0} ", GetEntry());
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}
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break;
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case DeathState.Alive:
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base.Update(diff);
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if (!IsAlive())
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break;
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if (m_shouldReacquireTarget && !IsFocusing(null, true))
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{
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SetTarget(m_suppressedTarget);
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|
if (!m_suppressedTarget.IsEmpty())
|
|
{
|
|
WorldObject objTarget = Global.ObjAccessor.GetWorldObject(this, m_suppressedTarget);
|
|
if (objTarget)
|
|
SetFacingToObject(objTarget);
|
|
}
|
|
else
|
|
SetFacingTo(m_suppressedOrientation);
|
|
m_shouldReacquireTarget = false;
|
|
}
|
|
|
|
// if creature is charmed, switch to charmed AI (and back)
|
|
if (NeedChangeAI)
|
|
{
|
|
UpdateCharmAI();
|
|
NeedChangeAI = false;
|
|
IsAIEnabled = true;
|
|
if (!IsInEvadeMode() && !LastCharmerGUID.IsEmpty())
|
|
{
|
|
Unit charmer = Global.ObjAccessor.GetUnit(this, LastCharmerGUID);
|
|
if (charmer)
|
|
if (CanStartAttack(charmer, true))
|
|
i_AI.AttackStart(charmer);
|
|
}
|
|
|
|
LastCharmerGUID.Clear();
|
|
}
|
|
|
|
// periodic check to see if the creature has passed an evade boundary
|
|
if (IsAIEnabled && !IsInEvadeMode() && IsEngaged())
|
|
{
|
|
if (diff >= m_boundaryCheckTime)
|
|
{
|
|
GetAI().CheckInRoom();
|
|
m_boundaryCheckTime = 2500;
|
|
}
|
|
else
|
|
m_boundaryCheckTime -= diff;
|
|
}
|
|
|
|
// if periodic combat pulse is enabled and we are both in combat and in a dungeon, do this now
|
|
if (m_combatPulseDelay > 0 && IsEngaged() && GetMap().IsDungeon())
|
|
{
|
|
if (diff > m_combatPulseTime)
|
|
m_combatPulseTime = 0;
|
|
else
|
|
m_combatPulseTime -= diff;
|
|
|
|
if (m_combatPulseTime == 0)
|
|
{
|
|
var players = GetMap().GetPlayers();
|
|
foreach (var player in players)
|
|
{
|
|
if (player.IsGameMaster())
|
|
continue;
|
|
|
|
if (player.IsAlive() && IsHostileTo(player))
|
|
EngageWithTarget(player);
|
|
}
|
|
m_combatPulseTime = m_combatPulseDelay * Time.InMilliseconds;
|
|
}
|
|
}
|
|
|
|
if (!IsInEvadeMode() && IsAIEnabled)
|
|
{
|
|
// do not allow the AI to be changed during update
|
|
m_AI_locked = true;
|
|
i_AI.UpdateAI(diff);
|
|
m_AI_locked = false;
|
|
}
|
|
|
|
if (!IsAlive())
|
|
break;
|
|
|
|
if (RegenTimer > 0)
|
|
{
|
|
if (diff >= RegenTimer)
|
|
RegenTimer = 0;
|
|
else
|
|
RegenTimer -= diff;
|
|
}
|
|
|
|
if (RegenTimer == 0)
|
|
{
|
|
bool bInCombat = IsInCombat() && (!GetVictim() || // if IsInCombat() is true and this has no victim
|
|
!GetVictim().GetCharmerOrOwnerPlayerOrPlayerItself() || // or the victim/owner/charmer is not a player
|
|
!GetVictim().GetCharmerOrOwnerPlayerOrPlayerItself().IsGameMaster()); // or the victim/owner/charmer is not a GameMaster
|
|
|
|
if (!IsInEvadeMode() && (!bInCombat || IsPolymorphed() || CanNotReachTarget())) // regenerate health if not in combat or if polymorphed
|
|
RegenerateHealth();
|
|
|
|
if (GetPowerType() == PowerType.Energy)
|
|
Regenerate(PowerType.Energy);
|
|
else
|
|
Regenerate(PowerType.Mana);
|
|
|
|
RegenTimer = SharedConst.CreatureRegenInterval;
|
|
}
|
|
|
|
if (CanNotReachTarget() && !IsInEvadeMode() && !GetMap().IsRaid())
|
|
{
|
|
m_cannotReachTimer += diff;
|
|
if (m_cannotReachTimer >= SharedConst.CreatureNoPathEvadeTime)
|
|
if (IsAIEnabled)
|
|
GetAI().EnterEvadeMode(EvadeReason.NoPath);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
public void Regenerate(PowerType power)
|
|
{
|
|
int curValue = GetPower(power);
|
|
int maxValue = GetMaxPower(power);
|
|
|
|
if (!HasUnitFlag2(UnitFlags2.RegeneratePower))
|
|
return;
|
|
|
|
if (curValue >= maxValue)
|
|
return;
|
|
|
|
float addvalue;
|
|
|
|
switch (power)
|
|
{
|
|
case PowerType.Focus:
|
|
{
|
|
// For hunter pets.
|
|
addvalue = 24 * WorldConfig.GetFloatValue(WorldCfg.RatePowerFocus);
|
|
break;
|
|
}
|
|
case PowerType.Energy:
|
|
{
|
|
// For deathknight's ghoul.
|
|
addvalue = 20;
|
|
break;
|
|
}
|
|
case PowerType.Mana:
|
|
{
|
|
// Combat and any controlled creature
|
|
if (IsInCombat() || GetCharmerOrOwnerGUID().IsEmpty())
|
|
{
|
|
float ManaIncreaseRate = WorldConfig.GetFloatValue(WorldCfg.RatePowerMana);
|
|
addvalue = (27.0f / 5.0f + 17.0f) * ManaIncreaseRate;
|
|
}
|
|
else
|
|
addvalue = maxValue / 3;
|
|
|
|
break;
|
|
}
|
|
default:
|
|
return;
|
|
}
|
|
|
|
// Apply modifiers (if any).
|
|
addvalue *= GetTotalAuraMultiplierByMiscValue(AuraType.ModPowerRegenPercent, (int)power);
|
|
addvalue += GetTotalAuraModifierByMiscValue(AuraType.ModPowerRegen, (int)power) * (IsHunterPet() ? SharedConst.PetFocusRegenInterval : SharedConst.CreatureRegenInterval) / (5 * Time.InMilliseconds);
|
|
|
|
ModifyPower(power, (int)addvalue);
|
|
}
|
|
|
|
void RegenerateHealth()
|
|
{
|
|
if (!IsRegeneratingHealth())
|
|
return;
|
|
|
|
ulong curValue = GetHealth();
|
|
ulong maxValue = GetMaxHealth();
|
|
|
|
if (curValue >= maxValue)
|
|
return;
|
|
|
|
long addvalue;
|
|
|
|
// Not only pet, but any controlled creature (and not polymorphed)
|
|
if (!GetCharmerOrOwnerGUID().IsEmpty() && !IsPolymorphed())
|
|
{
|
|
float HealthIncreaseRate = WorldConfig.GetFloatValue(WorldCfg.RateHealth);
|
|
addvalue = (uint)(0.015f * GetMaxHealth() * HealthIncreaseRate);
|
|
}
|
|
else
|
|
addvalue = (long)maxValue / 3;
|
|
|
|
// Apply modifiers (if any).
|
|
addvalue *= (int)GetTotalAuraMultiplier(AuraType.ModHealthRegenPercent);
|
|
addvalue += GetTotalAuraModifier(AuraType.ModRegen) * SharedConst.CreatureRegenInterval / (5 * Time.InMilliseconds);
|
|
|
|
ModifyHealth(addvalue);
|
|
}
|
|
|
|
public void DoFleeToGetAssistance()
|
|
{
|
|
if (!GetVictim())
|
|
return;
|
|
|
|
if (HasAuraType(AuraType.PreventsFleeing))
|
|
return;
|
|
|
|
float radius = WorldConfig.GetFloatValue(WorldCfg.CreatureFamilyFleeAssistanceRadius);
|
|
if (radius > 0)
|
|
{
|
|
var u_check = new NearestAssistCreatureInCreatureRangeCheck(this, GetVictim(), radius);
|
|
var searcher = new CreatureLastSearcher(this, u_check);
|
|
Cell.VisitGridObjects(this, searcher, radius);
|
|
|
|
var creature = searcher.GetTarget();
|
|
|
|
SetNoSearchAssistance(true);
|
|
UpdateSpeed(UnitMoveType.Run);
|
|
|
|
if (!creature)
|
|
SetControlled(true, UnitState.Fleeing);
|
|
else
|
|
GetMotionMaster().MoveSeekAssistance(creature.GetPositionX(), creature.GetPositionY(), creature.GetPositionZ());
|
|
}
|
|
}
|
|
|
|
bool AIDestory()
|
|
{
|
|
if (m_AI_locked)
|
|
{
|
|
Log.outDebug(LogFilter.Scripts, "AIM_Destroy: failed to destroy, locked.");
|
|
return false;
|
|
}
|
|
|
|
Cypher.Assert(i_disabledAI == null, "The disabled AI wasn't cleared!");
|
|
|
|
i_AI = null;
|
|
|
|
IsAIEnabled = false;
|
|
return true;
|
|
}
|
|
|
|
public bool InitializeAI(CreatureAI ai = null)
|
|
{
|
|
// make sure nothing can change the AI during AI update
|
|
if (m_AI_locked)
|
|
{
|
|
Log.outDebug(LogFilter.Scripts, "InitializeAI: failed to init, locked.");
|
|
return false;
|
|
}
|
|
|
|
AIDestory();
|
|
|
|
InitializeMovementAI();
|
|
|
|
i_AI = ai ?? AISelector.SelectAI(this);
|
|
|
|
IsAIEnabled = true;
|
|
i_AI.InitializeAI();
|
|
// Initialize vehicle
|
|
if (GetVehicleKit() != null)
|
|
GetVehicleKit().Reset();
|
|
|
|
return true;
|
|
}
|
|
|
|
void InitializeMovementAI()
|
|
{
|
|
if (m_formation == null)
|
|
GetMotionMaster().Initialize();
|
|
else if (m_formation.GetLeader() == this)
|
|
{
|
|
m_formation.FormationReset(false);
|
|
GetMotionMaster().Initialize();
|
|
}
|
|
else if (m_formation.IsFormed())
|
|
GetMotionMaster().MoveIdle(); //wait the order of leader
|
|
else
|
|
GetMotionMaster().Initialize();
|
|
}
|
|
|
|
public static Creature CreateCreature(uint entry, Map map, Position pos, uint vehId = 0)
|
|
{
|
|
CreatureTemplate cInfo = Global.ObjectMgr.GetCreatureTemplate(entry);
|
|
if (cInfo == null)
|
|
return null;
|
|
|
|
ulong lowGuid;
|
|
if (vehId != 0 || cInfo.VehicleId != 0)
|
|
lowGuid = map.GenerateLowGuid(HighGuid.Vehicle);
|
|
else
|
|
lowGuid = map.GenerateLowGuid(HighGuid.Creature);
|
|
|
|
Creature creature = new Creature();
|
|
if (!creature.Create(lowGuid, map, entry, pos, null, vehId))
|
|
return null;
|
|
|
|
return creature;
|
|
}
|
|
|
|
public static Creature CreateCreatureFromDB(ulong spawnId, Map map, bool addToMap = true, bool allowDuplicate = false)
|
|
{
|
|
Creature creature = new Creature();
|
|
if (!creature.LoadFromDB(spawnId, map, addToMap, allowDuplicate))
|
|
return null;
|
|
|
|
return creature;
|
|
}
|
|
|
|
public bool Create(ulong guidlow, Map map, uint entry, Position pos, CreatureData data = null, uint vehId = 0, bool dynamic = false)
|
|
{
|
|
SetMap(map);
|
|
|
|
if (data != null)
|
|
{
|
|
PhasingHandler.InitDbPhaseShift(GetPhaseShift(), data.phaseUseFlags, data.phaseId, data.phaseGroup);
|
|
PhasingHandler.InitDbVisibleMapId(GetPhaseShift(), data.terrainSwapMap);
|
|
}
|
|
|
|
// Set if this creature can handle dynamic spawns
|
|
if (!dynamic)
|
|
SetRespawnCompatibilityMode();
|
|
|
|
CreatureTemplate cinfo = Global.ObjectMgr.GetCreatureTemplate(entry);
|
|
if (cinfo == null)
|
|
{
|
|
Log.outError(LogFilter.Sql, "Creature.Create: creature template (guidlow: {0}, entry: {1}) does not exist.", guidlow, entry);
|
|
return false;
|
|
}
|
|
|
|
//! Relocate before CreateFromProto, to initialize coords and allow
|
|
//! returning correct zone id for selecting OutdoorPvP/Battlefield script
|
|
Relocate(pos);
|
|
|
|
// Check if the position is valid before calling CreateFromProto(), otherwise we might add Auras to Creatures at
|
|
// invalid position, triggering a crash about Auras not removed in the destructor
|
|
if (!IsPositionValid())
|
|
{
|
|
Log.outError(LogFilter.Unit, $"Creature.Create: given coordinates for creature (guidlow {guidlow}, entry {entry}) are not valid ({pos})");
|
|
return false;
|
|
}
|
|
UpdatePositionData();
|
|
|
|
// Allow players to see those units while dead, do it here (mayby altered by addon auras)
|
|
if (cinfo.TypeFlags.HasAnyFlag(CreatureTypeFlags.GhostVisible))
|
|
m_serverSideVisibility.SetValue(ServerSideVisibilityType.Ghost, GhostVisibilityType.Alive | GhostVisibilityType.Ghost);
|
|
|
|
if (!CreateFromProto(guidlow, entry, data, vehId))
|
|
return false;
|
|
|
|
cinfo = GetCreatureTemplate(); // might be different than initially requested
|
|
if (cinfo.FlagsExtra.HasAnyFlag(CreatureFlagsExtra.DungeonBoss) && map.IsDungeon())
|
|
m_respawnDelay = 0; // special value, prevents respawn for dungeon bosses unless overridden
|
|
|
|
switch (cinfo.Rank)
|
|
{
|
|
case CreatureEliteType.Rare:
|
|
m_corpseDelay = WorldConfig.GetUIntValue(WorldCfg.CorpseDecayRare);
|
|
break;
|
|
case CreatureEliteType.Elite:
|
|
m_corpseDelay = WorldConfig.GetUIntValue(WorldCfg.CorpseDecayElite);
|
|
break;
|
|
case CreatureEliteType.RareElite:
|
|
m_corpseDelay = WorldConfig.GetUIntValue(WorldCfg.CorpseDecayRareelite);
|
|
break;
|
|
case CreatureEliteType.WorldBoss:
|
|
m_corpseDelay = WorldConfig.GetUIntValue(WorldCfg.CorpseDecayWorldboss);
|
|
break;
|
|
default:
|
|
m_corpseDelay = WorldConfig.GetUIntValue(WorldCfg.CorpseDecayNormal);
|
|
break;
|
|
}
|
|
LoadCreaturesAddon();
|
|
|
|
//! Need to be called after LoadCreaturesAddon - MOVEMENTFLAG_HOVER is set there
|
|
if (HasUnitMovementFlag(MovementFlag.Hover))
|
|
{
|
|
//! Relocate again with updated Z coord
|
|
posZ += m_unitData.HoverHeight;
|
|
}
|
|
|
|
LastUsedScriptID = GetScriptId();
|
|
|
|
if (IsSpiritHealer() || IsSpiritGuide() || GetCreatureTemplate().FlagsExtra.HasAnyFlag(CreatureFlagsExtra.GhostVisibility))
|
|
{
|
|
m_serverSideVisibility.SetValue(ServerSideVisibilityType.Ghost, GhostVisibilityType.Ghost);
|
|
m_serverSideVisibilityDetect.SetValue(ServerSideVisibilityType.Ghost, GhostVisibilityType.Ghost);
|
|
}
|
|
|
|
if (cinfo.FlagsExtra.HasAnyFlag(CreatureFlagsExtra.IgnorePathfinding))
|
|
AddUnitState(UnitState.IgnorePathfinding);
|
|
|
|
if (cinfo.FlagsExtra.HasAnyFlag(CreatureFlagsExtra.ImmunityKnockback))
|
|
{
|
|
ApplySpellImmune(0, SpellImmunity.Effect, SpellEffectName.KnockBack, true);
|
|
ApplySpellImmune(0, SpellImmunity.Effect, SpellEffectName.KnockBackDest, true);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void InitializeReactState()
|
|
{
|
|
if (IsTotem() || IsTrigger() || IsCritter() || IsSpiritService())
|
|
SetReactState(ReactStates.Passive);
|
|
else
|
|
SetReactState(ReactStates.Aggressive);
|
|
}
|
|
|
|
public bool CanInteractWithBattleMaster(Player player, bool msg)
|
|
{
|
|
if (!IsBattleMaster())
|
|
return false;
|
|
|
|
BattlegroundTypeId bgTypeId = Global.BattlegroundMgr.GetBattleMasterBG(GetEntry());
|
|
if (!msg)
|
|
return player.GetBGAccessByLevel(bgTypeId);
|
|
|
|
if (!player.GetBGAccessByLevel(bgTypeId))
|
|
{
|
|
player.PlayerTalkClass.ClearMenus();
|
|
switch (bgTypeId)
|
|
{
|
|
case BattlegroundTypeId.AV:
|
|
player.PlayerTalkClass.SendGossipMenu(7616, GetGUID());
|
|
break;
|
|
case BattlegroundTypeId.WS:
|
|
player.PlayerTalkClass.SendGossipMenu(7599, GetGUID());
|
|
break;
|
|
case BattlegroundTypeId.AB:
|
|
player.PlayerTalkClass.SendGossipMenu(7642, GetGUID());
|
|
break;
|
|
case BattlegroundTypeId.EY:
|
|
case BattlegroundTypeId.NA:
|
|
case BattlegroundTypeId.BE:
|
|
case BattlegroundTypeId.AA:
|
|
case BattlegroundTypeId.RL:
|
|
case BattlegroundTypeId.SA:
|
|
case BattlegroundTypeId.DS:
|
|
case BattlegroundTypeId.RV:
|
|
player.PlayerTalkClass.SendGossipMenu(10024, GetGUID());
|
|
break;
|
|
default: break;
|
|
}
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
public bool CanResetTalents(Player player)
|
|
{
|
|
return player.GetLevel() >= 15 && player.GetClass() == GetCreatureTemplate().TrainerClass;
|
|
}
|
|
|
|
public void SetTextRepeatId(byte textGroup, byte id)
|
|
{
|
|
if (!m_textRepeat.ContainsKey(textGroup))
|
|
{
|
|
m_textRepeat.Add(textGroup, id);
|
|
return;
|
|
}
|
|
|
|
var repeats = m_textRepeat[textGroup];
|
|
if (!repeats.Contains(id))
|
|
repeats.Add(id);
|
|
else
|
|
Log.outError(LogFilter.Sql, "CreatureTextMgr: TextGroup {0} for ({1}) {2}, id {3} already added", textGroup, GetName(), GetGUID().ToString(), id);
|
|
}
|
|
|
|
public List<byte> GetTextRepeatGroup(byte textGroup)
|
|
{
|
|
return m_textRepeat.LookupByKey(textGroup);
|
|
}
|
|
|
|
public void ClearTextRepeatGroup(byte textGroup)
|
|
{
|
|
var groupList = m_textRepeat[textGroup];
|
|
if (groupList != null)
|
|
groupList.Clear();
|
|
}
|
|
|
|
public bool CanGiveExperience()
|
|
{
|
|
return !IsCritter()
|
|
&& !IsPet()
|
|
&& !IsTotem()
|
|
&& !GetCreatureTemplate().FlagsExtra.HasAnyFlag(CreatureFlagsExtra.NoXpAtKill);
|
|
}
|
|
|
|
public bool IsEscortNPC(bool onlyIfActive = true)
|
|
{
|
|
if (!IsAIEnabled)
|
|
return false;
|
|
|
|
return GetAI().IsEscortNPC(onlyIfActive);
|
|
}
|
|
|
|
public override bool IsMovementPreventedByCasting()
|
|
{
|
|
// first check if currently a movement allowed channel is active and we're not casting
|
|
Spell spell = GetCurrentSpell(CurrentSpellTypes.Channeled);
|
|
if (spell != null)
|
|
{
|
|
if (spell.GetState() != SpellState.Finished && spell.IsChannelActive())
|
|
if (spell.GetSpellInfo().IsMoveAllowedChannel())
|
|
if (HasUnitState(UnitState.Casting))
|
|
return true;
|
|
}
|
|
|
|
if (IsFocusing(null, true))
|
|
return true;
|
|
|
|
if (HasUnitState(UnitState.Casting))
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
public void StartPickPocketRefillTimer()
|
|
{
|
|
_pickpocketLootRestore = Time.UnixTime + WorldConfig.GetIntValue(WorldCfg.CreaturePickpocketRefill);
|
|
}
|
|
public void ResetPickPocketRefillTimer() { _pickpocketLootRestore = 0; }
|
|
public bool CanGeneratePickPocketLoot() { return _pickpocketLootRestore <= Time.UnixTime; }
|
|
public ObjectGuid GetLootRecipientGUID() { return m_lootRecipient; }
|
|
|
|
public Player GetLootRecipient()
|
|
{
|
|
if (m_lootRecipient.IsEmpty())
|
|
return null;
|
|
return Global.ObjAccessor.FindPlayer(m_lootRecipient);
|
|
}
|
|
|
|
public Group GetLootRecipientGroup()
|
|
{
|
|
if (m_lootRecipientGroup.IsEmpty())
|
|
return null;
|
|
|
|
return Global.GroupMgr.GetGroupByGUID(m_lootRecipientGroup);
|
|
}
|
|
|
|
public void SetLootRecipient(Unit unit, bool withGroup = true)
|
|
{
|
|
// set the player whose group should receive the right
|
|
// to loot the creature after it dies
|
|
// should be set to NULL after the loot disappears
|
|
|
|
if (unit == null)
|
|
{
|
|
m_lootRecipient.Clear();
|
|
m_lootRecipientGroup.Clear();
|
|
RemoveDynamicFlag(UnitDynFlags.Lootable | UnitDynFlags.Tapped);
|
|
return;
|
|
}
|
|
|
|
if (!unit.IsTypeId(TypeId.Player) && !unit.IsVehicle())
|
|
return;
|
|
|
|
Player player = unit.GetCharmerOrOwnerPlayerOrPlayerItself();
|
|
if (player == null) // normal creature, no player involved
|
|
return;
|
|
|
|
m_lootRecipient = player.GetGUID();
|
|
if (withGroup)
|
|
{
|
|
Group group = player.GetGroup();
|
|
if (group)
|
|
m_lootRecipientGroup = group.GetGUID();
|
|
}
|
|
else
|
|
m_lootRecipientGroup = ObjectGuid.Empty;
|
|
|
|
AddDynamicFlag(UnitDynFlags.Tapped);
|
|
}
|
|
|
|
public bool IsTappedBy(Player player)
|
|
{
|
|
if (player.GetGUID() == m_lootRecipient)
|
|
return true;
|
|
|
|
Group playerGroup = player.GetGroup();
|
|
if (!playerGroup || playerGroup != GetLootRecipientGroup()) // if we dont have a group we arent the recipient
|
|
return false; // if creature doesnt have group bound it means it was solo killed by someone else
|
|
|
|
return true;
|
|
}
|
|
|
|
public void SaveToDB()
|
|
{
|
|
// this should only be used when the creature has already been loaded
|
|
// preferably after adding to map, because mapid may not be valid otherwise
|
|
CreatureData data = Global.ObjectMgr.GetCreatureData(m_spawnId);
|
|
if (data == null)
|
|
{
|
|
Log.outError(LogFilter.Unit, "Creature.SaveToDB failed, cannot get creature data!");
|
|
return;
|
|
}
|
|
|
|
uint mapId = GetTransport() ? (uint)GetTransport().GetGoInfo().MoTransport.SpawnMap : GetMapId();
|
|
SaveToDB(mapId, data.spawnDifficulties);
|
|
}
|
|
|
|
public virtual void SaveToDB(uint mapid, List<Difficulty> spawnDifficulties)
|
|
{
|
|
// update in loaded data
|
|
if (m_spawnId == 0)
|
|
m_spawnId = Global.ObjectMgr.GenerateCreatureSpawnId();
|
|
|
|
CreatureData data = Global.ObjectMgr.NewOrExistCreatureData(m_spawnId);
|
|
|
|
uint displayId = GetNativeDisplayId();
|
|
ulong npcflag = ((ulong)m_unitData.NpcFlags[1] << 32) | m_unitData.NpcFlags[0];
|
|
uint unitFlags = m_unitData.Flags;
|
|
uint unitFlags2 = m_unitData.Flags2;
|
|
uint unitFlags3 = m_unitData.Flags3;
|
|
UnitDynFlags dynamicflags = (UnitDynFlags)(uint)m_objectData.DynamicFlags;
|
|
|
|
// check if it's a custom model and if not, use 0 for displayId
|
|
CreatureTemplate cinfo = GetCreatureTemplate();
|
|
if (cinfo != null)
|
|
{
|
|
foreach (CreatureModel model in cinfo.Models)
|
|
if (displayId != 0 && displayId == model.CreatureDisplayID)
|
|
displayId = 0;
|
|
|
|
if (npcflag == (uint)cinfo.Npcflag)
|
|
npcflag = 0;
|
|
|
|
if (unitFlags == (uint)cinfo.UnitFlags)
|
|
unitFlags = 0;
|
|
|
|
if (unitFlags2 == cinfo.UnitFlags2)
|
|
unitFlags2 = 0;
|
|
|
|
if (unitFlags3 == cinfo.UnitFlags3)
|
|
unitFlags3 = 0;
|
|
|
|
if (dynamicflags == (UnitDynFlags)cinfo.DynamicFlags)
|
|
dynamicflags = 0;
|
|
}
|
|
|
|
if (data.spawnId == 0)
|
|
data.spawnId = m_spawnId;
|
|
Cypher.Assert(data.spawnId == m_spawnId);
|
|
|
|
data.Id = GetEntry();
|
|
data.displayid = displayId;
|
|
data.equipmentId = (sbyte)GetCurrentEquipmentId();
|
|
|
|
if (GetTransport() == null)
|
|
data.spawnPoint.WorldRelocate(this);
|
|
else
|
|
data.spawnPoint.WorldRelocate(mapid, GetTransOffsetX(), GetTransOffsetY(), GetTransOffsetZ(), GetTransOffsetO());
|
|
|
|
data.spawntimesecs = (int)m_respawnDelay;
|
|
// prevent add data integrity problems
|
|
data.spawndist = GetDefaultMovementType() == MovementGeneratorType.Idle ? 0.0f : m_respawnradius;
|
|
data.currentwaypoint = 0;
|
|
data.curhealth = (uint)GetHealth();
|
|
data.curmana = (uint)GetPower(PowerType.Mana);
|
|
// prevent add data integrity problems
|
|
data.movementType = (byte)(m_respawnradius == 0 && GetDefaultMovementType() == MovementGeneratorType.Random
|
|
? MovementGeneratorType.Idle : GetDefaultMovementType());
|
|
data.spawnDifficulties = spawnDifficulties;
|
|
data.npcflag = npcflag;
|
|
data.unit_flags = unitFlags;
|
|
data.unit_flags2 = unitFlags2;
|
|
data.unit_flags3 = unitFlags3;
|
|
data.dynamicflags = (uint)dynamicflags;
|
|
if (data.spawnGroupData == null)
|
|
data.spawnGroupData = Global.ObjectMgr.GetDefaultSpawnGroup();
|
|
|
|
data.phaseId = GetDBPhase() > 0 ? (uint)GetDBPhase() : data.phaseId;
|
|
data.phaseGroup = GetDBPhase() < 0 ? (uint)-GetDBPhase() : data.phaseGroup;
|
|
|
|
// update in DB
|
|
SQLTransaction trans = new SQLTransaction();
|
|
|
|
PreparedStatement stmt = DB.World.GetPreparedStatement(WorldStatements.DEL_CREATURE);
|
|
stmt.AddValue(0, m_spawnId);
|
|
trans.Append(stmt);
|
|
|
|
byte index = 0;
|
|
|
|
stmt = DB.World.GetPreparedStatement(WorldStatements.INS_CREATURE);
|
|
stmt.AddValue(index++, m_spawnId);
|
|
stmt.AddValue(index++, GetEntry());
|
|
stmt.AddValue(index++, mapid);
|
|
stmt.AddValue(index++, data.spawnDifficulties.Empty() ? "" : string.Join(',', data.spawnDifficulties));
|
|
stmt.AddValue(index++, data.phaseId);
|
|
stmt.AddValue(index++, data.phaseGroup);
|
|
stmt.AddValue(index++, displayId);
|
|
stmt.AddValue(index++, GetCurrentEquipmentId());
|
|
stmt.AddValue(index++, GetPositionX());
|
|
stmt.AddValue(index++, GetPositionY());
|
|
stmt.AddValue(index++, GetPositionZ());
|
|
stmt.AddValue(index++, GetOrientation());
|
|
stmt.AddValue(index++, m_respawnDelay);
|
|
stmt.AddValue(index++, m_respawnradius);
|
|
stmt.AddValue(index++, 0);
|
|
stmt.AddValue(index++, GetHealth());
|
|
stmt.AddValue(index++, GetPower(PowerType.Mana));
|
|
stmt.AddValue(index++, GetDefaultMovementType());
|
|
stmt.AddValue(index++, npcflag);
|
|
stmt.AddValue(index++, unitFlags);
|
|
stmt.AddValue(index++, unitFlags2);
|
|
stmt.AddValue(index++, unitFlags3);
|
|
stmt.AddValue(index++, dynamicflags);
|
|
trans.Append(stmt);
|
|
|
|
DB.World.CommitTransaction(trans);
|
|
}
|
|
|
|
public void SelectLevel()
|
|
{
|
|
CreatureTemplate cInfo = GetCreatureTemplate();
|
|
|
|
// level
|
|
var levels = cInfo.GetMinMaxLevel();
|
|
int minlevel = Math.Min(levels[0], levels[1]);
|
|
int maxlevel = Math.Max(levels[0], levels[1]);
|
|
int level = (minlevel == maxlevel ? minlevel : RandomHelper.IRand(minlevel, maxlevel));
|
|
SetLevel((uint)level);
|
|
|
|
CreatureLevelScaling scaling = cInfo.GetLevelScaling(GetMap().GetDifficultyID());
|
|
|
|
SetUpdateFieldValue(m_values.ModifyValue(m_unitData).ModifyValue(m_unitData.ScalingLevelMin), scaling.MinLevel);
|
|
SetUpdateFieldValue(m_values.ModifyValue(m_unitData).ModifyValue(m_unitData.ScalingLevelMax), scaling.MaxLevel);
|
|
|
|
int mindelta = Math.Min(scaling.DeltaLevelMax, scaling.DeltaLevelMin);
|
|
int maxdelta = Math.Max(scaling.DeltaLevelMax, scaling.DeltaLevelMin);
|
|
int delta = mindelta == maxdelta ? mindelta : RandomHelper.IRand(mindelta, maxdelta);
|
|
|
|
SetUpdateFieldValue(m_values.ModifyValue(m_unitData).ModifyValue(m_unitData.ScalingLevelDelta), delta);
|
|
SetUpdateFieldValue(m_values.ModifyValue(m_unitData).ModifyValue(m_unitData.ContentTuningID), scaling.ContentTuningID);
|
|
|
|
UpdateLevelDependantStats();
|
|
}
|
|
|
|
void UpdateLevelDependantStats()
|
|
{
|
|
CreatureTemplate cInfo = GetCreatureTemplate();
|
|
CreatureEliteType rank = IsPet() ? 0 : cInfo.Rank;
|
|
uint level = GetLevel();
|
|
CreatureBaseStats stats = Global.ObjectMgr.GetCreatureBaseStats(level, cInfo.UnitClass);
|
|
|
|
// health
|
|
float healthmod = _GetHealthMod(rank);
|
|
|
|
uint basehp = (uint)GetMaxHealthByLevel(level);
|
|
uint health = (uint)(basehp * healthmod);
|
|
|
|
SetCreateHealth(health);
|
|
SetMaxHealth(health);
|
|
SetHealth(health);
|
|
ResetPlayerDamageReq();
|
|
|
|
// mana
|
|
uint mana = stats.GenerateMana(cInfo);
|
|
SetCreateMana(mana);
|
|
|
|
switch (GetClass())
|
|
{
|
|
case Class.Paladin:
|
|
case Class.Mage:
|
|
SetMaxPower(PowerType.Mana, (int)mana);
|
|
SetPower(PowerType.Mana, (int)mana);
|
|
break;
|
|
default: // We don't set max power here, 0 makes power bar hidden
|
|
break;
|
|
}
|
|
|
|
SetStatFlatModifier(UnitMods.Health, UnitModifierFlatType.Base, health);
|
|
|
|
//Damage
|
|
float basedamage = GetBaseDamageForLevel(level);
|
|
float weaponBaseMinDamage = basedamage;
|
|
float weaponBaseMaxDamage = basedamage * 1.5f;
|
|
|
|
SetBaseWeaponDamage(WeaponAttackType.BaseAttack, WeaponDamageRange.MinDamage, weaponBaseMinDamage);
|
|
SetBaseWeaponDamage(WeaponAttackType.BaseAttack, WeaponDamageRange.MaxDamage, weaponBaseMaxDamage);
|
|
|
|
SetBaseWeaponDamage(WeaponAttackType.OffAttack, WeaponDamageRange.MinDamage, weaponBaseMinDamage);
|
|
SetBaseWeaponDamage(WeaponAttackType.OffAttack, WeaponDamageRange.MaxDamage, weaponBaseMaxDamage);
|
|
|
|
SetBaseWeaponDamage(WeaponAttackType.RangedAttack, WeaponDamageRange.MinDamage, weaponBaseMinDamage);
|
|
SetBaseWeaponDamage(WeaponAttackType.RangedAttack, WeaponDamageRange.MaxDamage, weaponBaseMaxDamage);
|
|
|
|
SetStatFlatModifier(UnitMods.AttackPower, UnitModifierFlatType.Base, stats.AttackPower);
|
|
SetStatFlatModifier(UnitMods.AttackPowerRanged, UnitModifierFlatType.Base, stats.RangedAttackPower);
|
|
|
|
float armor = GetBaseArmorForLevel(level); /// @todo Why is this treated as uint32 when it's a float?
|
|
SetStatFlatModifier(UnitMods.Armor, UnitModifierFlatType.Base, armor);
|
|
}
|
|
|
|
float _GetHealthMod(CreatureEliteType Rank)
|
|
{
|
|
switch (Rank) // define rates for each elite rank
|
|
{
|
|
case CreatureEliteType.Normal:
|
|
return WorldConfig.GetFloatValue(WorldCfg.RateCreatureNormalHp);
|
|
case CreatureEliteType.Elite:
|
|
return WorldConfig.GetFloatValue(WorldCfg.RateCreatureEliteEliteHp);
|
|
case CreatureEliteType.RareElite:
|
|
return WorldConfig.GetFloatValue(WorldCfg.RateCreatureEliteRareeliteHp);
|
|
case CreatureEliteType.WorldBoss:
|
|
return WorldConfig.GetFloatValue(WorldCfg.RateCreatureEliteWorldbossHp);
|
|
case CreatureEliteType.Rare:
|
|
return WorldConfig.GetFloatValue(WorldCfg.RateCreatureEliteRareHp);
|
|
default:
|
|
return WorldConfig.GetFloatValue(WorldCfg.RateCreatureEliteRareeliteHp);
|
|
}
|
|
}
|
|
|
|
public void LowerPlayerDamageReq(ulong unDamage)
|
|
{
|
|
if (m_PlayerDamageReq != 0)
|
|
{
|
|
if (m_PlayerDamageReq > unDamage)
|
|
m_PlayerDamageReq -= unDamage;
|
|
else
|
|
m_PlayerDamageReq = 0;
|
|
}
|
|
}
|
|
|
|
public static float _GetDamageMod(CreatureEliteType Rank)
|
|
{
|
|
switch (Rank) // define rates for each elite rank
|
|
{
|
|
case CreatureEliteType.Normal:
|
|
return WorldConfig.GetFloatValue(WorldCfg.RateCreatureNormalDamage);
|
|
case CreatureEliteType.Elite:
|
|
return WorldConfig.GetFloatValue(WorldCfg.RateCreatureEliteEliteDamage);
|
|
case CreatureEliteType.RareElite:
|
|
return WorldConfig.GetFloatValue(WorldCfg.RateCreatureEliteRareeliteDamage);
|
|
case CreatureEliteType.WorldBoss:
|
|
return WorldConfig.GetFloatValue(WorldCfg.RateCreatureEliteWorldbossDamage);
|
|
case CreatureEliteType.Rare:
|
|
return WorldConfig.GetFloatValue(WorldCfg.RateCreatureEliteRareDamage);
|
|
default:
|
|
return WorldConfig.GetFloatValue(WorldCfg.RateCreatureEliteEliteDamage);
|
|
}
|
|
}
|
|
|
|
public float GetSpellDamageMod(CreatureEliteType Rank)
|
|
{
|
|
switch (Rank) // define rates for each elite rank
|
|
{
|
|
case CreatureEliteType.Normal:
|
|
return WorldConfig.GetFloatValue(WorldCfg.RateCreatureNormalSpelldamage);
|
|
case CreatureEliteType.Elite:
|
|
return WorldConfig.GetFloatValue(WorldCfg.RateCreatureEliteEliteSpelldamage);
|
|
case CreatureEliteType.RareElite:
|
|
return WorldConfig.GetFloatValue(WorldCfg.RateCreatureEliteRareeliteSpelldamage);
|
|
case CreatureEliteType.WorldBoss:
|
|
return WorldConfig.GetFloatValue(WorldCfg.RateCreatureEliteWorldbossSpelldamage);
|
|
case CreatureEliteType.Rare:
|
|
return WorldConfig.GetFloatValue(WorldCfg.RateCreatureEliteRareSpelldamage);
|
|
default:
|
|
return WorldConfig.GetFloatValue(WorldCfg.RateCreatureEliteEliteSpelldamage);
|
|
}
|
|
}
|
|
|
|
bool CreateFromProto(ulong guidlow, uint entry, CreatureData data = null, uint vehId = 0)
|
|
{
|
|
SetZoneScript();
|
|
if (m_zoneScript != null && data != null)
|
|
{
|
|
entry = m_zoneScript.GetCreatureEntry(guidlow, data);
|
|
if (entry == 0)
|
|
return false;
|
|
}
|
|
|
|
CreatureTemplate cinfo = Global.ObjectMgr.GetCreatureTemplate(entry);
|
|
if (cinfo == null)
|
|
{
|
|
Log.outError(LogFilter.Sql, "Creature.CreateFromProto: creature template (guidlow: {0}, entry: {1}) does not exist.", guidlow, entry);
|
|
return false;
|
|
}
|
|
|
|
SetOriginalEntry(entry);
|
|
|
|
if (vehId != 0 || cinfo.VehicleId != 0)
|
|
_Create(ObjectGuid.Create(HighGuid.Vehicle, GetMapId(), entry, guidlow));
|
|
else
|
|
_Create(ObjectGuid.Create(HighGuid.Creature, GetMapId(), entry, guidlow));
|
|
|
|
if (!UpdateEntry(entry, data))
|
|
return false;
|
|
|
|
if (vehId == 0)
|
|
{
|
|
if (GetCreatureTemplate().VehicleId != 0)
|
|
{
|
|
vehId = GetCreatureTemplate().VehicleId;
|
|
entry = GetCreatureTemplate().Entry;
|
|
}
|
|
else
|
|
vehId = cinfo.VehicleId;
|
|
}
|
|
|
|
if (vehId != 0)
|
|
CreateVehicleKit(vehId, entry, true);
|
|
|
|
return true;
|
|
}
|
|
|
|
public override void SetCanDualWield(bool value)
|
|
{
|
|
base.SetCanDualWield(value);
|
|
UpdateDamagePhysical(WeaponAttackType.OffAttack);
|
|
}
|
|
|
|
public void LoadEquipment(int id = 1, bool force = true)
|
|
{
|
|
if (id == 0)
|
|
{
|
|
if (force)
|
|
{
|
|
for (byte i = 0; i < SharedConst.MaxEquipmentItems; ++i)
|
|
SetVirtualItem(i, 0);
|
|
m_equipmentId = 0;
|
|
}
|
|
return;
|
|
}
|
|
|
|
EquipmentInfo einfo = Global.ObjectMgr.GetEquipmentInfo(GetEntry(), id);
|
|
if (einfo == null)
|
|
return;
|
|
|
|
m_equipmentId = (byte)id;
|
|
for (byte i = 0; i < SharedConst.MaxEquipmentItems; ++i)
|
|
SetVirtualItem(i, einfo.Items[i].ItemId, einfo.Items[i].AppearanceModId, einfo.Items[i].ItemVisual);
|
|
}
|
|
|
|
public void SetSpawnHealth()
|
|
{
|
|
if (m_creatureData == null)
|
|
return;
|
|
|
|
ulong curhealth;
|
|
|
|
if (!m_regenHealth)
|
|
{
|
|
curhealth = m_creatureData.curhealth;
|
|
if (curhealth != 0)
|
|
{
|
|
curhealth = (uint)(curhealth * _GetHealthMod(GetCreatureTemplate().Rank));
|
|
if (curhealth < 1)
|
|
curhealth = 1;
|
|
}
|
|
|
|
SetPower(PowerType.Mana, (int)m_creatureData.curmana);
|
|
}
|
|
else
|
|
{
|
|
curhealth = GetMaxHealth();
|
|
SetFullPower(PowerType.Mana);
|
|
}
|
|
|
|
SetHealth((m_deathState == DeathState.Alive || m_deathState == DeathState.JustRespawned) ? curhealth : 0);
|
|
}
|
|
|
|
public override bool HasQuest(uint quest_id)
|
|
{
|
|
var qr = Global.ObjectMgr.GetCreatureQuestRelationBounds(GetEntry());
|
|
foreach (var id in qr)
|
|
{
|
|
if (id == quest_id)
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
public override bool HasInvolvedQuest(uint quest_id)
|
|
{
|
|
var qir = Global.ObjectMgr.GetCreatureQuestInvolvedRelationBounds(GetEntry());
|
|
foreach (var id in qir)
|
|
{
|
|
if (id == quest_id)
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
public void DeleteFromDB()
|
|
{
|
|
if (m_spawnId == 0)
|
|
{
|
|
Log.outError(LogFilter.Unit, "Trying to delete not saved {0}", GetGUID().ToString(), GetEntry());
|
|
return;
|
|
}
|
|
|
|
GetMap().RemoveRespawnTime(SpawnObjectType.Creature, m_spawnId);
|
|
Global.ObjectMgr.DeleteCreatureData(m_spawnId);
|
|
|
|
SQLTransaction trans = new SQLTransaction();
|
|
|
|
PreparedStatement stmt = DB.World.GetPreparedStatement(WorldStatements.DEL_CREATURE);
|
|
stmt.AddValue(0, m_spawnId);
|
|
trans.Append(stmt);
|
|
|
|
stmt = DB.World.GetPreparedStatement(WorldStatements.DEL_SPAWNGROUP_MEMBER);
|
|
stmt.AddValue(0, (byte)SpawnObjectType.Creature);
|
|
stmt.AddValue(1, m_spawnId);
|
|
trans.Append(stmt);
|
|
|
|
stmt = DB.World.GetPreparedStatement(WorldStatements.DEL_CREATURE_ADDON);
|
|
stmt.AddValue(0, m_spawnId);
|
|
trans.Append(stmt);
|
|
|
|
stmt = DB.World.GetPreparedStatement(WorldStatements.DEL_GAME_EVENT_CREATURE);
|
|
stmt.AddValue(0, m_spawnId);
|
|
trans.Append(stmt);
|
|
|
|
stmt = DB.World.GetPreparedStatement(WorldStatements.DEL_GAME_EVENT_MODEL_EQUIP);
|
|
stmt.AddValue(0, m_spawnId);
|
|
trans.Append(stmt);
|
|
|
|
DB.World.CommitTransaction(trans);
|
|
|
|
// then delete any active instances of the creature
|
|
var spawnMap = GetMap().GetCreatureBySpawnIdStore().LookupByKey(m_spawnId);
|
|
foreach (var creature in spawnMap)
|
|
creature.AddObjectToRemoveList();
|
|
}
|
|
|
|
public override bool IsInvisibleDueToDespawn()
|
|
{
|
|
if (base.IsInvisibleDueToDespawn())
|
|
return true;
|
|
|
|
if (IsAlive() || m_corpseRemoveTime > Time.UnixTime)
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
public override bool CanAlwaysSee(WorldObject obj)
|
|
{
|
|
if (IsAIEnabled && GetAI().CanSeeAlways(obj))
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
public bool CanStartAttack(Unit who, bool force)
|
|
{
|
|
if (IsCivilian())
|
|
return false;
|
|
|
|
// This set of checks is should be done only for creatures
|
|
if ((HasUnitFlag(UnitFlags.ImmuneToNpc) && !who.IsTypeId(TypeId.Player)) // flag is valid only for non player characters
|
|
|| (HasUnitFlag(UnitFlags.ImmuneToPc) && who.IsTypeId(TypeId.Player)) // immune to PC and target is a player, return false
|
|
|| (who.GetOwner() && who.GetOwner().IsTypeId(TypeId.Player) && HasUnitFlag(UnitFlags.ImmuneToPc))) // player pets are immune to pc as well
|
|
return false;
|
|
|
|
// Do not attack non-combat pets
|
|
if (who.IsTypeId(TypeId.Unit) && who.GetCreatureType() == CreatureType.NonCombatPet)
|
|
return false;
|
|
|
|
if (!CanFly() && (GetDistanceZ(who) > SharedConst.CreatureAttackRangeZ + m_CombatDistance))
|
|
return false;
|
|
|
|
if (!force)
|
|
{
|
|
if (!_IsTargetAcceptable(who))
|
|
return false;
|
|
|
|
if (who.IsEngaged() && IsWithinDist(who, SharedConst.AttackDistance))
|
|
{
|
|
Unit victim = who.GetAttackerForHelper();
|
|
if (victim != null)
|
|
if (IsWithinDistInMap(victim, WorldConfig.GetFloatValue(WorldCfg.CreatureFamilyAssistanceRadius)))
|
|
force = true;
|
|
}
|
|
|
|
if (!force && (IsNeutralToAll() || !IsWithinDistInMap(who, GetAttackDistance(who) + m_CombatDistance)))
|
|
return false;
|
|
}
|
|
|
|
if (!CanCreatureAttack(who, force))
|
|
return false;
|
|
|
|
return IsWithinLOSInMap(who);
|
|
}
|
|
|
|
public float GetAttackDistance(Unit player)
|
|
{
|
|
// WoW Wiki: the minimum radius seems to be 5 yards, while the maximum range is 45 yards
|
|
float maxRadius = (45.0f * WorldConfig.GetFloatValue(WorldCfg.RateCreatureAggro));
|
|
float minRadius = (5.0f * WorldConfig.GetFloatValue(WorldCfg.RateCreatureAggro));
|
|
float aggroRate = WorldConfig.GetFloatValue(WorldCfg.RateCreatureAggro);
|
|
byte expansionMaxLevel = (byte)Global.ObjectMgr.GetMaxLevelForExpansion((Expansion)GetCreatureTemplate().RequiredExpansion);
|
|
|
|
uint playerLevel = player.GetLevelForTarget(this);
|
|
uint creatureLevel = GetLevelForTarget(player);
|
|
|
|
if (aggroRate == 0.0f)
|
|
return 0.0f;
|
|
|
|
// The aggro radius for creatures with equal level as the player is 20 yards.
|
|
// The combatreach should not get taken into account for the distance so we drop it from the range (see Supremus as expample)
|
|
float baseAggroDistance = 20.0f - GetCombatReach();
|
|
float aggroRadius = baseAggroDistance;
|
|
|
|
// detect range auras
|
|
if ((creatureLevel + 5) <= WorldConfig.GetIntValue(WorldCfg.MaxPlayerLevel))
|
|
{
|
|
aggroRadius += GetTotalAuraModifier(AuraType.ModDetectRange);
|
|
aggroRadius += player.GetTotalAuraModifier(AuraType.ModDetectedRange);
|
|
}
|
|
|
|
// The aggro range of creatures with higher levels than the total player level for the expansion should get the maxlevel treatment
|
|
// This makes sure that creatures such as bosses wont have a bigger aggro range than the rest of the npc's
|
|
// The following code is used for blizzlike behavior such as skipable bosses (e.g. Commander Springvale at level 85)
|
|
if (creatureLevel > expansionMaxLevel)
|
|
aggroRadius += (float)expansionMaxLevel - (float)playerLevel;
|
|
// + - 1 yard for each level difference between player and creature
|
|
else
|
|
aggroRadius += (float)creatureLevel - (float)playerLevel;
|
|
|
|
// Make sure that we wont go over the total range limits
|
|
if (aggroRadius > maxRadius)
|
|
aggroRadius = maxRadius;
|
|
else if (aggroRadius < minRadius)
|
|
aggroRadius = minRadius;
|
|
|
|
return (aggroRadius * aggroRate);
|
|
}
|
|
|
|
public override void SetDeathState(DeathState s)
|
|
{
|
|
base.SetDeathState(s);
|
|
|
|
if (s == DeathState.JustDied)
|
|
{
|
|
m_corpseRemoveTime = Time.UnixTime + m_corpseDelay;
|
|
uint respawnDelay = m_respawnDelay;
|
|
uint scalingMode = WorldConfig.GetUIntValue(WorldCfg.RespawnDynamicMode);
|
|
if (scalingMode != 0)
|
|
GetMap().ApplyDynamicModeRespawnScaling(this, m_spawnId, ref respawnDelay, scalingMode);
|
|
// @todo remove the boss respawn time hack in a dynspawn follow-up once we have creature groups in instances
|
|
if (m_respawnCompatibilityMode)
|
|
{
|
|
if (IsDungeonBoss() && m_respawnDelay == 0)
|
|
m_respawnTime = long.MaxValue; // never respawn in this instance
|
|
else
|
|
m_respawnTime = Time.UnixTime + respawnDelay + m_corpseDelay;
|
|
}
|
|
else
|
|
{
|
|
if (IsDungeonBoss() && m_respawnDelay == 0)
|
|
m_respawnTime = long.MaxValue; // never respawn in this instance
|
|
else
|
|
m_respawnTime = Time.UnixTime + respawnDelay;
|
|
}
|
|
|
|
// always save boss respawn time at death to prevent crash cheating
|
|
if (WorldConfig.GetBoolValue(WorldCfg.SaveRespawnTimeImmediately) || IsWorldBoss())
|
|
SaveRespawnTime();
|
|
else if (!m_respawnCompatibilityMode)
|
|
SaveRespawnTime(0, false);
|
|
|
|
ReleaseFocus(null, false); // remove spellcast focus
|
|
DoNotReacquireTarget(); // cancel delayed re-target
|
|
SetTarget(ObjectGuid.Empty); // drop target - dead mobs shouldn't ever target things
|
|
|
|
SetNpcFlags(NPCFlags.None);
|
|
SetNpcFlags2(NPCFlags2.None);
|
|
|
|
SetMountDisplayId(0); // if creature is mounted on a virtual mount, remove it at death
|
|
|
|
SetActive(false);
|
|
|
|
if (HasSearchedAssistance())
|
|
{
|
|
SetNoSearchAssistance(false);
|
|
UpdateSpeed(UnitMoveType.Run);
|
|
}
|
|
|
|
//Dismiss group if is leader
|
|
if (m_formation != null && m_formation.GetLeader() == this)
|
|
m_formation.FormationReset(true);
|
|
|
|
if ((CanFly() || IsFlying()))
|
|
GetMotionMaster().MoveFall();
|
|
|
|
base.SetDeathState(DeathState.Corpse);
|
|
}
|
|
else if (s == DeathState.JustRespawned)
|
|
{
|
|
if (IsPet())
|
|
SetFullHealth();
|
|
else
|
|
SetSpawnHealth();
|
|
|
|
SetLootRecipient(null);
|
|
ResetPlayerDamageReq();
|
|
|
|
SetCannotReachTarget(false);
|
|
UpdateMovementFlags();
|
|
|
|
ClearUnitState(UnitState.AllErasable);
|
|
|
|
if (!IsPet())
|
|
{
|
|
CreatureData creatureData = GetCreatureData();
|
|
CreatureTemplate cInfo = GetCreatureTemplate();
|
|
|
|
ulong npcFlags;
|
|
uint unitFlags, unitFlags2, unitFlags3, dynamicFlags;
|
|
ObjectManager.ChooseCreatureFlags(cInfo, out npcFlags, out unitFlags, out unitFlags2, out unitFlags3, out dynamicFlags, creatureData);
|
|
|
|
if (cInfo.FlagsExtra.HasAnyFlag(CreatureFlagsExtra.Worldevent))
|
|
npcFlags |= Global.GameEventMgr.GetNPCFlag(this);
|
|
|
|
SetNpcFlags((NPCFlags)(npcFlags & 0xFFFFFFFF));
|
|
SetNpcFlags2((NPCFlags2)(npcFlags >> 32));
|
|
|
|
SetUnitFlags((UnitFlags)unitFlags);
|
|
SetUnitFlags2((UnitFlags2)unitFlags2);
|
|
SetUnitFlags3((UnitFlags3)unitFlags3);
|
|
SetDynamicFlags((UnitDynFlags)dynamicFlags);
|
|
|
|
RemoveUnitFlag(UnitFlags.InCombat);
|
|
|
|
SetMeleeDamageSchool((SpellSchools)cInfo.DmgSchool);
|
|
}
|
|
|
|
InitializeMovementAI();
|
|
base.SetDeathState(DeathState.Alive);
|
|
LoadCreaturesAddon();
|
|
}
|
|
}
|
|
|
|
public void Respawn(bool force = false)
|
|
{
|
|
if (force)
|
|
{
|
|
if (IsAlive())
|
|
SetDeathState(DeathState.JustDied);
|
|
else if (GetDeathState() != DeathState.Corpse)
|
|
SetDeathState(DeathState.Corpse);
|
|
}
|
|
|
|
if (m_respawnCompatibilityMode)
|
|
{
|
|
DestroyForNearbyPlayers();
|
|
RemoveCorpse(false, false);
|
|
|
|
if (GetDeathState() == DeathState.Dead)
|
|
{
|
|
if (m_spawnId != 0)
|
|
GetMap().RemoveRespawnTime(SpawnObjectType.Creature, m_spawnId);
|
|
|
|
Log.outDebug(LogFilter.Unit, "Respawning creature {0} ({1})", GetName(), GetGUID().ToString());
|
|
m_respawnTime = 0;
|
|
ResetPickPocketRefillTimer();
|
|
loot.Clear();
|
|
|
|
if (m_originalEntry != GetEntry())
|
|
UpdateEntry(m_originalEntry);
|
|
|
|
SelectLevel();
|
|
|
|
SetDeathState(DeathState.JustRespawned);
|
|
|
|
CreatureModel display = new CreatureModel(GetNativeDisplayId(), GetNativeDisplayScale(), 1.0f);
|
|
if (Global.ObjectMgr.GetCreatureModelRandomGender(ref display, GetCreatureTemplate()) != null)
|
|
{
|
|
SetDisplayId(display.CreatureDisplayID, display.DisplayScale);
|
|
SetNativeDisplayId(display.CreatureDisplayID, display.DisplayScale);
|
|
}
|
|
|
|
GetMotionMaster().InitDefault();
|
|
//Re-initialize reactstate that could be altered by movementgenerators
|
|
InitializeReactState();
|
|
|
|
if (IsAIEnabled) // reset the AI to be sure no dirty or uninitialized values will be used till next tick
|
|
GetAI().Reset();
|
|
|
|
triggerJustAppeared = true;
|
|
|
|
uint poolid = GetSpawnId() != 0 ? Global.PoolMgr.IsPartOfAPool<Creature>(GetSpawnId()) : 0;
|
|
if (poolid != 0)
|
|
Global.PoolMgr.UpdatePool<Creature>(poolid, GetSpawnId());
|
|
}
|
|
UpdateObjectVisibility();
|
|
}
|
|
else
|
|
{
|
|
if (m_spawnId != 0)
|
|
GetMap().RemoveRespawnTime(SpawnObjectType.Creature, m_spawnId, true);
|
|
}
|
|
|
|
Log.outDebug(LogFilter.Unit, $"Respawning creature {GetName()} ({GetGUID()})");
|
|
}
|
|
|
|
public void ForcedDespawn(uint timeMSToDespawn = 0, TimeSpan forceRespawnTimer = default)
|
|
{
|
|
if (timeMSToDespawn != 0)
|
|
{
|
|
m_Events.AddEvent(new ForcedDespawnDelayEvent(this, forceRespawnTimer), m_Events.CalculateTime(timeMSToDespawn));
|
|
return;
|
|
}
|
|
|
|
if (m_respawnCompatibilityMode)
|
|
{
|
|
uint corpseDelay = GetCorpseDelay();
|
|
uint respawnDelay = GetRespawnDelay();
|
|
|
|
// do it before killing creature
|
|
DestroyForNearbyPlayers();
|
|
|
|
bool overrideRespawnTime = false;
|
|
if (IsAlive())
|
|
{
|
|
if (forceRespawnTimer > TimeSpan.Zero)
|
|
{
|
|
SetCorpseDelay(0);
|
|
SetRespawnDelay((uint)forceRespawnTimer.TotalSeconds);
|
|
overrideRespawnTime = false;
|
|
}
|
|
|
|
SetDeathState(DeathState.JustDied);
|
|
}
|
|
|
|
// Skip corpse decay time
|
|
RemoveCorpse(overrideRespawnTime, false);
|
|
|
|
SetCorpseDelay(corpseDelay);
|
|
SetRespawnDelay(respawnDelay);
|
|
}
|
|
else
|
|
{
|
|
if (forceRespawnTimer > TimeSpan.Zero)
|
|
SaveRespawnTime((uint)forceRespawnTimer.TotalSeconds);
|
|
else
|
|
{
|
|
uint respawnDelay = m_respawnDelay;
|
|
uint scalingMode = WorldConfig.GetUIntValue(WorldCfg.RespawnDynamicMode);
|
|
if (scalingMode != 0)
|
|
GetMap().ApplyDynamicModeRespawnScaling(this, m_spawnId, ref respawnDelay, scalingMode);
|
|
m_respawnTime = Time.UnixTime + respawnDelay;
|
|
SaveRespawnTime();
|
|
}
|
|
|
|
AddObjectToRemoveList();
|
|
}
|
|
}
|
|
|
|
public void DespawnOrUnsummon(TimeSpan time, TimeSpan forceRespawnTimer = default) { DespawnOrUnsummon((uint)time.TotalMilliseconds, forceRespawnTimer); }
|
|
|
|
public void DespawnOrUnsummon(uint msTimeToDespawn = 0, TimeSpan forceRespawnTimer = default)
|
|
{
|
|
TempSummon summon = ToTempSummon();
|
|
if (summon != null)
|
|
summon.UnSummon(msTimeToDespawn);
|
|
else
|
|
ForcedDespawn(msTimeToDespawn, forceRespawnTimer);
|
|
}
|
|
|
|
public void LoadMechanicTemplateImmunity()
|
|
{
|
|
// uint32 max used for "spell id", the immunity system will not perform SpellInfo checks against invalid spells
|
|
// used so we know which immunities were loaded from template
|
|
uint placeholderSpellId = uint.MaxValue;
|
|
|
|
// unapply template immunities (in case we're updating entry)
|
|
for (uint i = 1; i < (int)Mechanics.Max; ++i)
|
|
ApplySpellImmune(placeholderSpellId, SpellImmunity.Mechanic, i, false);
|
|
|
|
// don't inherit immunities for hunter pets
|
|
if (GetOwnerGUID().IsPlayer() && IsHunterPet())
|
|
return;
|
|
|
|
uint mask = GetCreatureTemplate().MechanicImmuneMask;
|
|
if (mask != 0)
|
|
{
|
|
for (uint i = 0 + 1; i < (int)Mechanics.Max; ++i)
|
|
{
|
|
if ((mask & (1u << ((int)i - 1))) != 0)
|
|
ApplySpellImmune(placeholderSpellId, SpellImmunity.Mechanic, i, true);
|
|
}
|
|
}
|
|
}
|
|
|
|
public override bool IsImmunedToSpell(SpellInfo spellInfo, Unit caster)
|
|
{
|
|
if (spellInfo == null)
|
|
return false;
|
|
|
|
bool immunedToAllEffects = true;
|
|
foreach (SpellEffectInfo effect in spellInfo.GetEffects())
|
|
{
|
|
if (effect == null || !effect.IsEffect())
|
|
continue;
|
|
|
|
if (!IsImmunedToSpellEffect(spellInfo, effect.EffectIndex, caster))
|
|
{
|
|
immunedToAllEffects = false;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (immunedToAllEffects)
|
|
return true;
|
|
|
|
return base.IsImmunedToSpell(spellInfo, caster);
|
|
}
|
|
|
|
public override bool IsImmunedToSpellEffect(SpellInfo spellInfo, uint index, Unit caster)
|
|
{
|
|
SpellEffectInfo effect = spellInfo.GetEffect(index);
|
|
if (effect == null)
|
|
return true;
|
|
|
|
if (GetCreatureTemplate().CreatureType == CreatureType.Mechanical && effect.Effect == SpellEffectName.Heal)
|
|
return true;
|
|
|
|
return base.IsImmunedToSpellEffect(spellInfo, index, caster);
|
|
}
|
|
|
|
public bool IsElite()
|
|
{
|
|
if (IsPet())
|
|
return false;
|
|
|
|
var rank = GetCreatureTemplate().Rank;
|
|
return rank != CreatureEliteType.Elite && rank != CreatureEliteType.RareElite;
|
|
}
|
|
|
|
public bool IsWorldBoss()
|
|
{
|
|
if (IsPet())
|
|
return false;
|
|
|
|
return Convert.ToBoolean(GetCreatureTemplate().TypeFlags & CreatureTypeFlags.BossMob);
|
|
}
|
|
|
|
public SpellInfo ReachWithSpellAttack(Unit victim)
|
|
{
|
|
if (victim == null)
|
|
return null;
|
|
|
|
for (uint i = 0; i < SharedConst.MaxCreatureSpells; ++i)
|
|
{
|
|
if (m_spells[i] == 0)
|
|
continue;
|
|
SpellInfo spellInfo = Global.SpellMgr.GetSpellInfo(m_spells[i], GetMap().GetDifficultyID());
|
|
if (spellInfo == null)
|
|
{
|
|
Log.outError(LogFilter.Unit, "WORLD: unknown spell id {0}", m_spells[i]);
|
|
continue;
|
|
}
|
|
|
|
bool bcontinue = true;
|
|
foreach (SpellEffectInfo effect in spellInfo.GetEffects())
|
|
{
|
|
if (effect != null && ((effect.Effect == SpellEffectName.SchoolDamage) || (effect.Effect == SpellEffectName.Instakill)
|
|
|| (effect.Effect == SpellEffectName.EnvironmentalDamage) || (effect.Effect == SpellEffectName.HealthLeech)))
|
|
{
|
|
bcontinue = false;
|
|
break;
|
|
}
|
|
}
|
|
if (bcontinue)
|
|
continue;
|
|
|
|
var costs = spellInfo.CalcPowerCost(this, spellInfo.SchoolMask);
|
|
var m = costs.Find(cost => cost.Power == PowerType.Mana);
|
|
if (m != null)
|
|
if (m.Amount > GetPower(PowerType.Mana))
|
|
continue;
|
|
|
|
float range = spellInfo.GetMaxRange(false);
|
|
float minrange = spellInfo.GetMinRange(false);
|
|
float dist = GetDistance(victim);
|
|
if (dist > range || dist < minrange)
|
|
continue;
|
|
if (spellInfo.PreventionType.HasAnyFlag(SpellPreventionType.Silence) && HasUnitFlag(UnitFlags.Silenced))
|
|
continue;
|
|
if (spellInfo.PreventionType.HasAnyFlag(SpellPreventionType.Pacify) && HasUnitFlag(UnitFlags.Pacified))
|
|
continue;
|
|
return spellInfo;
|
|
}
|
|
return null;
|
|
}
|
|
|
|
SpellInfo ReachWithSpellCure(Unit victim)
|
|
{
|
|
if (victim == null)
|
|
return null;
|
|
|
|
for (uint i = 0; i < SharedConst.MaxCreatureSpells; ++i)
|
|
{
|
|
if (m_spells[i] == 0)
|
|
continue;
|
|
SpellInfo spellInfo = Global.SpellMgr.GetSpellInfo(m_spells[i], GetMap().GetDifficultyID());
|
|
if (spellInfo == null)
|
|
{
|
|
Log.outError(LogFilter.Unit, "WORLD: unknown spell id {0}", m_spells[i]);
|
|
continue;
|
|
}
|
|
|
|
bool bcontinue = true;
|
|
foreach (SpellEffectInfo effect in spellInfo.GetEffects())
|
|
{
|
|
if (effect != null && effect.Effect == SpellEffectName.Heal)
|
|
{
|
|
bcontinue = false;
|
|
break;
|
|
}
|
|
}
|
|
if (bcontinue)
|
|
continue;
|
|
|
|
var costs = spellInfo.CalcPowerCost(this, spellInfo.SchoolMask);
|
|
var m = costs.Find(cost => cost.Power == PowerType.Mana);
|
|
if (m != null)
|
|
if (m.Amount > GetPower(PowerType.Mana))
|
|
continue;
|
|
|
|
float range = spellInfo.GetMaxRange(true);
|
|
float minrange = spellInfo.GetMinRange(true);
|
|
float dist = GetDistance(victim);
|
|
|
|
if (dist > range || dist < minrange)
|
|
continue;
|
|
if (spellInfo.PreventionType.HasAnyFlag(SpellPreventionType.Silence) && HasUnitFlag(UnitFlags.Silenced))
|
|
continue;
|
|
if (spellInfo.PreventionType.HasAnyFlag(SpellPreventionType.Pacify) && HasUnitFlag(UnitFlags.Pacified))
|
|
continue;
|
|
return spellInfo;
|
|
}
|
|
return null;
|
|
}
|
|
|
|
// select nearest hostile unit within the given distance (regardless of threat list).
|
|
public Unit SelectNearestTarget(float dist = 0)
|
|
{
|
|
if (dist == 0.0f)
|
|
dist = SharedConst.MaxVisibilityDistance;
|
|
|
|
var u_check = new NearestHostileUnitCheck(this, dist);
|
|
var searcher = new UnitLastSearcher(this, u_check);
|
|
Cell.VisitAllObjects(this, searcher, dist);
|
|
|
|
return searcher.GetTarget();
|
|
}
|
|
|
|
// select nearest hostile unit within the given attack distance (i.e. distance is ignored if > than ATTACK_DISTANCE), regardless of threat list.
|
|
public Unit SelectNearestTargetInAttackDistance(float dist = 0)
|
|
{
|
|
if (dist > SharedConst.MaxVisibilityDistance)
|
|
{
|
|
Log.outError(LogFilter.Unit, "Creature ({0}) SelectNearestTargetInAttackDistance called with dist > MAX_VISIBILITY_DISTANCE. Distance set to ATTACK_DISTANCE.", GetGUID().ToString());
|
|
dist = SharedConst.AttackDistance;
|
|
}
|
|
|
|
var u_check = new NearestHostileUnitInAttackDistanceCheck(this, dist);
|
|
var searcher = new UnitLastSearcher(this, u_check);
|
|
|
|
Cell.VisitAllObjects(this, searcher, Math.Max(dist, SharedConst.AttackDistance));
|
|
|
|
return searcher.GetTarget();
|
|
}
|
|
|
|
public void SendAIReaction(AiReaction reactionType)
|
|
{
|
|
AIReaction packet = new AIReaction();
|
|
|
|
packet.UnitGUID = GetGUID();
|
|
packet.Reaction = reactionType;
|
|
|
|
SendMessageToSet(packet, true);
|
|
}
|
|
|
|
public void CallAssistance()
|
|
{
|
|
if (!m_AlreadyCallAssistance && GetVictim() != null && !IsPet() && !IsCharmed())
|
|
{
|
|
SetNoCallAssistance(true);
|
|
|
|
float radius = WorldConfig.GetFloatValue(WorldCfg.CreatureFamilyAssistanceRadius);
|
|
|
|
if (radius > 0)
|
|
{
|
|
List<Creature> assistList = new List<Creature>();
|
|
|
|
var u_check = new AnyAssistCreatureInRangeCheck(this, GetVictim(), radius);
|
|
var searcher = new CreatureListSearcher(this, assistList, u_check);
|
|
Cell.VisitGridObjects(this, searcher, radius);
|
|
|
|
if (!assistList.Empty())
|
|
{
|
|
AssistDelayEvent e = new AssistDelayEvent(GetVictim().GetGUID(), this);
|
|
while (!assistList.Empty())
|
|
{
|
|
// Pushing guids because in delay can happen some creature gets despawned
|
|
e.AddAssistant(assistList.First().GetGUID());
|
|
assistList.Remove(assistList.First());
|
|
}
|
|
m_Events.AddEvent(e, m_Events.CalculateTime(WorldConfig.GetUIntValue(WorldCfg.CreatureFamilyAssistanceDelay)));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
public void CallForHelp(float radius)
|
|
{
|
|
if (radius <= 0.0f || GetVictim() == null || IsPet() || IsCharmed())
|
|
return;
|
|
|
|
var u_do = new CallOfHelpCreatureInRangeDo(this, GetVictim(), radius);
|
|
var worker = new CreatureWorker(this, u_do);
|
|
Cell.VisitGridObjects(this, worker, radius);
|
|
}
|
|
|
|
public bool CanAssistTo(Unit u, Unit enemy, bool checkfaction = true)
|
|
{
|
|
if (IsInEvadeMode())
|
|
return false;
|
|
|
|
// is it true?
|
|
if (!HasReactState(ReactStates.Aggressive))
|
|
return false;
|
|
|
|
// we don't need help from zombies :)
|
|
if (!IsAlive())
|
|
return false;
|
|
|
|
// we cannot assist in evade mode
|
|
if (IsInEvadeMode())
|
|
return false;
|
|
|
|
// or if enemy is in evade mode
|
|
if (enemy.GetTypeId() == TypeId.Unit && enemy.ToCreature().IsInEvadeMode())
|
|
return false;
|
|
|
|
// we don't need help from non-combatant ;)
|
|
if (IsCivilian())
|
|
return false;
|
|
|
|
if (HasUnitFlag(UnitFlags.NonAttackable | UnitFlags.NotSelectable | UnitFlags.ImmuneToPc))
|
|
return false;
|
|
|
|
// skip fighting creature
|
|
if (IsEngaged())
|
|
return false;
|
|
|
|
// only free creature
|
|
if (!GetCharmerOrOwnerGUID().IsEmpty())
|
|
return false;
|
|
|
|
// only from same creature faction
|
|
if (checkfaction)
|
|
{
|
|
if (GetFaction() != u.GetFaction())
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
if (!IsFriendlyTo(u))
|
|
return false;
|
|
}
|
|
|
|
// skip non hostile to caster enemy creatures
|
|
if (!IsHostileTo(enemy))
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
public bool _IsTargetAcceptable(Unit target)
|
|
{
|
|
// if the target cannot be attacked, the target is not acceptable
|
|
if (IsFriendlyTo(target) || !target.IsTargetableForAttack(false)
|
|
|| (m_vehicle != null && (IsOnVehicle(target) || m_vehicle.GetBase().IsOnVehicle(target))))
|
|
return false;
|
|
|
|
if (target.HasUnitState(UnitState.Died))
|
|
{
|
|
// guards can detect fake death
|
|
if (IsGuard() && target.HasUnitFlag2(UnitFlags2.FeignDeath))
|
|
return true;
|
|
else
|
|
return false;
|
|
}
|
|
|
|
Unit targetVictim = target.GetAttackerForHelper();
|
|
|
|
// if I'm already fighting target, or I'm hostile towards the target, the target is acceptable
|
|
if (IsEngagedBy(target) || IsHostileTo(target))
|
|
return true;
|
|
|
|
// if the target's victim is friendly, and the target is neutral, the target is acceptable
|
|
if (targetVictim != null && IsFriendlyTo(targetVictim))
|
|
return true;
|
|
|
|
// if the target's victim is not friendly, or the target is friendly, the target is not acceptable
|
|
return false;
|
|
}
|
|
|
|
public override void SaveRespawnTime(uint forceDelay = 0, bool saveToDb = true)
|
|
{
|
|
if (IsSummon() || m_spawnId == 0 || (m_creatureData != null && !m_creatureData.dbData))
|
|
return;
|
|
|
|
if (m_respawnCompatibilityMode)
|
|
{
|
|
GetMap().SaveRespawnTimeDB(SpawnObjectType.Creature, m_spawnId, m_respawnTime);
|
|
return;
|
|
}
|
|
|
|
uint thisRespawnTime = (uint)(forceDelay != 0 ? Time.UnixTime + forceDelay : m_respawnTime);
|
|
GetMap().SaveRespawnTime(SpawnObjectType.Creature, m_spawnId, GetEntry(), thisRespawnTime, GetMap().GetZoneId(GetPhaseShift(), GetHomePosition()), GridDefines.ComputeGridCoord(GetHomePosition().GetPositionX(), GetHomePosition().GetPositionY()).GetId(), m_creatureData.dbData && saveToDb);
|
|
}
|
|
|
|
public bool CanCreatureAttack(Unit victim, bool force = true)
|
|
{
|
|
if (!victim.IsInMap(this))
|
|
return false;
|
|
|
|
if (!IsValidAttackTarget(victim))
|
|
return false;
|
|
|
|
if (!victim.IsInAccessiblePlaceFor(this))
|
|
return false;
|
|
|
|
if (IsAIEnabled && !GetAI().CanAIAttack(victim))
|
|
return false;
|
|
|
|
// we cannot attack in evade mode
|
|
if (IsInEvadeMode())
|
|
return false;
|
|
|
|
// or if enemy is in evade mode
|
|
if (victim.GetTypeId() == TypeId.Unit && victim.ToCreature().IsInEvadeMode())
|
|
return false;
|
|
|
|
if (!GetCharmerOrOwnerGUID().IsPlayer())
|
|
{
|
|
if (GetMap().IsDungeon())
|
|
return true;
|
|
|
|
// don't check distance to home position if recently damaged, this should include taunt auras
|
|
if (!IsWorldBoss() && (GetLastDamagedTime() > GameTime.GetGameTime() || HasAuraType(AuraType.ModTaunt)))
|
|
return true;
|
|
}
|
|
|
|
// Map visibility range, but no more than 2*cell size
|
|
float dist = Math.Min(GetMap().GetVisibilityRange(), MapConst.SizeofCells * 2);
|
|
|
|
Unit unit = GetCharmerOrOwner();
|
|
if (unit != null)
|
|
return victim.IsWithinDist(unit, dist);
|
|
else
|
|
{
|
|
// include sizes for huge npcs
|
|
dist += GetCombatReach() + victim.GetCombatReach();
|
|
|
|
// to prevent creatures in air ignore attacks because distance is already too high...
|
|
if (GetCreatureTemplate().InhabitType.HasAnyFlag(InhabitType.Air))
|
|
return victim.IsInDist2d(m_homePosition, dist);
|
|
else
|
|
return victim.IsInDist(m_homePosition, dist);
|
|
}
|
|
}
|
|
|
|
CreatureAddon GetCreatureAddon()
|
|
{
|
|
if (m_spawnId != 0)
|
|
{
|
|
CreatureAddon addon = Global.ObjectMgr.GetCreatureAddon(m_spawnId);
|
|
if (addon != null)
|
|
return addon;
|
|
}
|
|
|
|
// dependent from difficulty mode entry
|
|
return Global.ObjectMgr.GetCreatureTemplateAddon(GetCreatureTemplate().Entry);
|
|
}
|
|
|
|
public bool LoadCreaturesAddon()
|
|
{
|
|
CreatureAddon cainfo = GetCreatureAddon();
|
|
if (cainfo == null)
|
|
return false;
|
|
|
|
if (cainfo.mount != 0)
|
|
Mount(cainfo.mount);
|
|
|
|
if (cainfo.bytes1 != 0)
|
|
{
|
|
// 0 StandState
|
|
// 1 FreeTalentPoints Pet only, so always 0 for default creature
|
|
// 2 StandFlags
|
|
// 3 StandMiscFlags
|
|
|
|
SetStandState((UnitStandStateType)(cainfo.bytes1 & 0xFF));
|
|
SetVisFlags((UnitVisFlags)((cainfo.bytes1 >> 16) & 0xFF));
|
|
SetAnimTier((UnitBytes1Flags)((cainfo.bytes1 >> 24) & 0xFF), false);
|
|
|
|
//! Suspected correlation between UNIT_FIELD_BYTES_1, offset 3, value 0x2:
|
|
//! If no inhabittype_fly (if no MovementFlag_DisableGravity or MovementFlag_CanFly flag found in sniffs)
|
|
//! Check using InhabitType as movement flags are assigned dynamically
|
|
//! basing on whether the creature is in air or not
|
|
//! Set MovementFlag_Hover. Otherwise do nothing.
|
|
if (Convert.ToBoolean(m_unitData.AnimTier & (byte)UnitBytes1Flags.Hover) && !Convert.ToBoolean(GetCreatureTemplate().InhabitType & InhabitType.Air))
|
|
AddUnitMovementFlag(MovementFlag.Hover);
|
|
}
|
|
|
|
if (cainfo.bytes2 != 0)
|
|
{
|
|
// 0 SheathState
|
|
// 1 PvpFlags
|
|
// 2 PetFlags Pet only, so always 0 for default creature
|
|
// 3 ShapeshiftForm Must be determined/set by shapeshift spell/aura
|
|
|
|
SetSheath((SheathState)(cainfo.bytes2 & 0xFF));
|
|
SetPvpFlags(UnitPVPStateFlags.None);
|
|
SetPetFlags(UnitPetFlags.None);
|
|
SetShapeshiftForm(ShapeShiftForm.None);
|
|
}
|
|
|
|
if (cainfo.emote != 0)
|
|
SetEmoteState((Emote)cainfo.emote);
|
|
|
|
SetAIAnimKitId(cainfo.aiAnimKit);
|
|
SetMovementAnimKitId(cainfo.movementAnimKit);
|
|
SetMeleeAnimKitId(cainfo.meleeAnimKit);
|
|
|
|
// Check if visibility distance different
|
|
if (cainfo.visibilityDistanceType != VisibilityDistanceType.Normal)
|
|
SetVisibilityDistanceOverride(cainfo.visibilityDistanceType);
|
|
|
|
//Load Path
|
|
if (cainfo.path_id != 0)
|
|
m_path_id = cainfo.path_id;
|
|
|
|
if (cainfo.auras != null)
|
|
{
|
|
foreach (var id in cainfo.auras)
|
|
{
|
|
SpellInfo AdditionalSpellInfo = Global.SpellMgr.GetSpellInfo(id, GetMap().GetDifficultyID());
|
|
if (AdditionalSpellInfo == null)
|
|
{
|
|
Log.outError(LogFilter.Sql, "Creature ({0}) has wrong spell {1} defined in `auras` field.", GetGUID().ToString(), id);
|
|
continue;
|
|
}
|
|
|
|
// skip already applied aura
|
|
if (HasAura(id))
|
|
continue;
|
|
|
|
AddAura(id, this);
|
|
Log.outError(LogFilter.Unit, "Spell: {0} added to creature ({1})", id, GetGUID().ToString());
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
// Send a message to LocalDefense channel for players opposition team in the zone
|
|
public void SendZoneUnderAttackMessage(Player attacker)
|
|
{
|
|
Team enemy_team = attacker.GetTeam();
|
|
|
|
ZoneUnderAttack packet = new ZoneUnderAttack();
|
|
packet.AreaID = (int)GetAreaId();
|
|
Global.WorldMgr.SendGlobalMessage(packet, null, (enemy_team == Team.Alliance ? Team.Horde : Team.Alliance));
|
|
}
|
|
|
|
public void SetInCombatWithZone()
|
|
{
|
|
if (!CanHaveThreatList())
|
|
{
|
|
Log.outError(LogFilter.Unit, "Creature entry {0} call SetInCombatWithZone but creature cannot have threat list.", GetEntry());
|
|
return;
|
|
}
|
|
|
|
Map map = GetMap();
|
|
|
|
if (!map.IsDungeon())
|
|
{
|
|
Log.outError(LogFilter.Unit, "Creature entry {0} call SetInCombatWithZone for map (id: {1}) that isn't an instance.", GetEntry(), map.GetId());
|
|
return;
|
|
}
|
|
|
|
var PlList = map.GetPlayers();
|
|
if (PlList.Empty())
|
|
return;
|
|
|
|
foreach (var player in PlList)
|
|
{
|
|
if (player.IsGameMaster())
|
|
continue;
|
|
|
|
if (player.IsAlive())
|
|
EngageWithTarget(player);
|
|
}
|
|
}
|
|
|
|
public override bool HasSpell(uint spellId)
|
|
{
|
|
for (byte i = 0; i < SharedConst.MaxCreatureSpells; ++i)
|
|
if (spellId == m_spells[i])
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
public long GetRespawnTimeEx()
|
|
{
|
|
long now = Time.UnixTime;
|
|
if (m_respawnTime > now)
|
|
return m_respawnTime;
|
|
else
|
|
return now;
|
|
}
|
|
|
|
public void GetRespawnPosition(out float x, out float y, out float z)
|
|
{
|
|
GetRespawnPosition(out x, out y, out z, out _, out _);
|
|
}
|
|
public void GetRespawnPosition(out float x, out float y, out float z, out float ori)
|
|
{
|
|
GetRespawnPosition(out x, out y, out z, out ori, out _);
|
|
}
|
|
public void GetRespawnPosition(out float x, out float y, out float z, out float ori, out float dist)
|
|
{
|
|
if (m_creatureData != null)
|
|
{
|
|
m_creatureData.spawnPoint.GetPosition(out x, out y, out z, out ori);
|
|
dist = m_creatureData.spawndist;
|
|
}
|
|
else
|
|
{
|
|
Position homePos = GetHomePosition();
|
|
homePos.GetPosition(out x, out y, out z, out ori);
|
|
dist = 0;
|
|
}
|
|
}
|
|
|
|
bool IsSpawnedOnTransport() { return m_creatureData != null && m_creatureData.spawnPoint.GetMapId() != GetMapId(); }
|
|
|
|
public void AllLootRemovedFromCorpse()
|
|
{
|
|
if (loot.loot_type != LootType.Skinning && !IsPet() && GetCreatureTemplate().SkinLootId != 0 && HasLootRecipient())
|
|
if (LootStorage.Skinning.HaveLootFor(GetCreatureTemplate().SkinLootId))
|
|
AddUnitFlag(UnitFlags.Skinnable);
|
|
|
|
long now = Time.UnixTime;
|
|
// Do not reset corpse remove time if corpse is already removed
|
|
if (m_corpseRemoveTime <= now)
|
|
return;
|
|
|
|
float decayRate = WorldConfig.GetFloatValue(WorldCfg.RateCorpseDecayLooted);
|
|
// corpse skinnable, but without skinning flag, and then skinned, corpse will despawn next update
|
|
if (loot.loot_type == LootType.Skinning)
|
|
m_corpseRemoveTime = now;
|
|
else
|
|
m_corpseRemoveTime = now + (uint)(m_corpseDelay * decayRate);
|
|
|
|
m_respawnTime = Math.Max(m_corpseRemoveTime + m_respawnDelay, m_respawnTime);
|
|
}
|
|
|
|
public bool HasScalableLevels()
|
|
{
|
|
CreatureTemplate cinfo = GetCreatureTemplate();
|
|
CreatureLevelScaling scaling = cinfo.GetLevelScaling(GetMap().GetDifficultyID());
|
|
|
|
return (scaling.MinLevel != 0 && scaling.MaxLevel != 0);
|
|
}
|
|
|
|
ulong GetMaxHealthByLevel(uint level)
|
|
{
|
|
CreatureTemplate cInfo = GetCreatureTemplate();
|
|
CreatureLevelScaling scaling = cInfo.GetLevelScaling(GetMap().GetDifficultyID());
|
|
float baseHealth = Global.DB2Mgr.EvaluateExpectedStat(ExpectedStatType.CreatureHealth, level, cInfo.GetHealthScalingExpansion(), scaling.ContentTuningID, (Class)cInfo.UnitClass);
|
|
return (ulong)(baseHealth * cInfo.ModHealth * cInfo.ModHealthExtra);
|
|
}
|
|
|
|
public override float GetHealthMultiplierForTarget(WorldObject target)
|
|
{
|
|
if (!HasScalableLevels())
|
|
return 1.0f;
|
|
|
|
uint levelForTarget = GetLevelForTarget(target);
|
|
if (GetLevel() < levelForTarget)
|
|
return 1.0f;
|
|
|
|
return (float)GetMaxHealthByLevel(levelForTarget) / GetCreateHealth();
|
|
}
|
|
|
|
float GetBaseDamageForLevel(uint level)
|
|
{
|
|
CreatureTemplate cInfo = GetCreatureTemplate();
|
|
CreatureLevelScaling scaling = cInfo.GetLevelScaling(GetMap().GetDifficultyID());
|
|
return Global.DB2Mgr.EvaluateExpectedStat(ExpectedStatType.CreatureAutoAttackDps, level, cInfo.GetHealthScalingExpansion(), scaling.ContentTuningID, (Class)cInfo.UnitClass);
|
|
}
|
|
|
|
public override float GetDamageMultiplierForTarget(WorldObject target)
|
|
{
|
|
if (!HasScalableLevels())
|
|
return 1.0f;
|
|
|
|
uint levelForTarget = GetLevelForTarget(target);
|
|
|
|
return GetBaseDamageForLevel(levelForTarget) / GetBaseDamageForLevel(GetLevel());
|
|
}
|
|
|
|
float GetBaseArmorForLevel(uint level)
|
|
{
|
|
CreatureTemplate cInfo = GetCreatureTemplate();
|
|
CreatureLevelScaling scaling = cInfo.GetLevelScaling(GetMap().GetDifficultyID());
|
|
float baseArmor = Global.DB2Mgr.EvaluateExpectedStat(ExpectedStatType.CreatureArmor, level, cInfo.GetHealthScalingExpansion(), scaling.ContentTuningID, (Class)cInfo.UnitClass);
|
|
return baseArmor * cInfo.ModArmor;
|
|
}
|
|
|
|
public override float GetArmorMultiplierForTarget(WorldObject target)
|
|
{
|
|
if (!HasScalableLevels())
|
|
return 1.0f;
|
|
|
|
uint levelForTarget = GetLevelForTarget(target);
|
|
|
|
return GetBaseArmorForLevel(levelForTarget) / GetBaseArmorForLevel(GetLevel());
|
|
}
|
|
|
|
public override uint GetLevelForTarget(WorldObject target)
|
|
{
|
|
Unit unitTarget = target.ToUnit();
|
|
if (unitTarget)
|
|
{
|
|
if (IsWorldBoss())
|
|
{
|
|
int level = (int)(unitTarget.GetLevel() + WorldConfig.GetIntValue(WorldCfg.WorldBossLevelDiff));
|
|
return (uint)MathFunctions.RoundToInterval(ref level, 1u, 255u);
|
|
}
|
|
|
|
// If this creature should scale level, adapt level depending of target level
|
|
// between UNIT_FIELD_SCALING_LEVEL_MIN and UNIT_FIELD_SCALING_LEVEL_MAX
|
|
if (HasScalableLevels())
|
|
{
|
|
int scalingLevelMin = m_unitData.ScalingLevelMin;
|
|
int scalingLevelMax = m_unitData.ScalingLevelMax;
|
|
int scalingLevelDelta = m_unitData.ScalingLevelDelta;
|
|
int scalingFactionGroup = m_unitData.ScalingFactionGroup;
|
|
int targetLevel = unitTarget.m_unitData.EffectiveLevel;
|
|
if (targetLevel == 0)
|
|
targetLevel = (int)unitTarget.GetLevel();
|
|
|
|
int targetLevelDelta = 0;
|
|
|
|
Player playerTarget = target.ToPlayer();
|
|
if (playerTarget != null)
|
|
{
|
|
if (scalingFactionGroup != 0 && CliDB.FactionTemplateStorage.LookupByKey(CliDB.ChrRacesStorage.LookupByKey(playerTarget.GetRace()).FactionID).FactionGroup != scalingFactionGroup)
|
|
scalingLevelMin = scalingLevelMax;
|
|
|
|
int maxCreatureScalingLevel = playerTarget.m_activePlayerData.MaxCreatureScalingLevel;
|
|
targetLevelDelta = Math.Min(maxCreatureScalingLevel > 0 ? maxCreatureScalingLevel - targetLevel : 0, playerTarget.m_activePlayerData.ScalingPlayerLevelDelta);
|
|
}
|
|
|
|
int levelWithDelta = targetLevel + targetLevelDelta;
|
|
int level = MathFunctions.RoundToInterval(ref levelWithDelta, scalingLevelMin, scalingLevelMax) + scalingLevelDelta;
|
|
return (uint)MathFunctions.RoundToInterval(ref level, 1, SharedConst.MaxLevel + 3);
|
|
}
|
|
|
|
}
|
|
|
|
return base.GetLevelForTarget(target);
|
|
}
|
|
|
|
public string GetAIName()
|
|
{
|
|
return Global.ObjectMgr.GetCreatureTemplate(GetEntry()).AIName;
|
|
}
|
|
|
|
public string GetScriptName()
|
|
{
|
|
return Global.ObjectMgr.GetScriptName(GetScriptId());
|
|
}
|
|
|
|
public uint GetScriptId()
|
|
{
|
|
CreatureData creatureData = GetCreatureData();
|
|
if (creatureData != null)
|
|
{
|
|
uint scriptId = creatureData.ScriptId;
|
|
if (scriptId != 0)
|
|
return scriptId;
|
|
}
|
|
|
|
return Global.ObjectMgr.GetCreatureTemplate(GetEntry()) != null ? Global.ObjectMgr.GetCreatureTemplate(GetEntry()).ScriptID : 0;
|
|
}
|
|
|
|
public VendorItemData GetVendorItems()
|
|
{
|
|
return Global.ObjectMgr.GetNpcVendorItemList(GetEntry());
|
|
}
|
|
|
|
public uint GetVendorItemCurrentCount(VendorItem vItem)
|
|
{
|
|
if (vItem.maxcount == 0)
|
|
return vItem.maxcount;
|
|
|
|
VendorItemCount vCount = null;
|
|
for (var i = 0; i < m_vendorItemCounts.Count; i++)
|
|
{
|
|
vCount = m_vendorItemCounts[i];
|
|
if (vCount.itemId == vItem.item)
|
|
break;
|
|
}
|
|
|
|
if (vCount == null)
|
|
return vItem.maxcount;
|
|
|
|
long ptime = Time.UnixTime;
|
|
|
|
if (vCount.lastIncrementTime + vItem.incrtime <= ptime)
|
|
{
|
|
ItemTemplate pProto = Global.ObjectMgr.GetItemTemplate(vItem.item);
|
|
|
|
uint diff = (uint)((ptime - vCount.lastIncrementTime) / vItem.incrtime);
|
|
if ((vCount.count + diff * pProto.GetBuyCount()) >= vItem.maxcount)
|
|
{
|
|
m_vendorItemCounts.Remove(vCount);
|
|
return vItem.maxcount;
|
|
}
|
|
|
|
vCount.count += diff * pProto.GetBuyCount();
|
|
vCount.lastIncrementTime = ptime;
|
|
}
|
|
|
|
return vCount.count;
|
|
}
|
|
|
|
public uint UpdateVendorItemCurrentCount(VendorItem vItem, uint used_count)
|
|
{
|
|
if (vItem.maxcount == 0)
|
|
return 0;
|
|
|
|
VendorItemCount vCount = null;
|
|
for (var i = 0; i < m_vendorItemCounts.Count; i++)
|
|
{
|
|
vCount = m_vendorItemCounts[i];
|
|
if (vCount.itemId == vItem.item)
|
|
break;
|
|
}
|
|
|
|
if (vCount == null)
|
|
{
|
|
uint new_count = vItem.maxcount > used_count ? vItem.maxcount - used_count : 0;
|
|
m_vendorItemCounts.Add(new VendorItemCount(vItem.item, new_count));
|
|
return new_count;
|
|
}
|
|
|
|
long ptime = Time.UnixTime;
|
|
|
|
if (vCount.lastIncrementTime + vItem.incrtime <= ptime)
|
|
{
|
|
ItemTemplate pProto = Global.ObjectMgr.GetItemTemplate(vItem.item);
|
|
|
|
uint diff = (uint)((ptime - vCount.lastIncrementTime) / vItem.incrtime);
|
|
if ((vCount.count + diff * pProto.GetBuyCount()) < vItem.maxcount)
|
|
vCount.count += diff * pProto.GetBuyCount();
|
|
else
|
|
vCount.count = vItem.maxcount;
|
|
}
|
|
|
|
vCount.count = vCount.count > used_count ? vCount.count - used_count : 0;
|
|
vCount.lastIncrementTime = ptime;
|
|
return vCount.count;
|
|
}
|
|
|
|
public override string GetName(Locale locale = Locale.enUS)
|
|
{
|
|
if (locale != Locale.enUS)
|
|
{
|
|
CreatureLocale cl = Global.ObjectMgr.GetCreatureLocale(GetEntry());
|
|
if (cl != null)
|
|
{
|
|
if (cl.Name.Length > (int)locale && !cl.Name[(int)locale].IsEmpty())
|
|
return cl.Name[(int)locale];
|
|
}
|
|
}
|
|
|
|
return base.GetName(locale);
|
|
}
|
|
|
|
public virtual byte GetPetAutoSpellSize() { return 4; }
|
|
public virtual uint GetPetAutoSpellOnPos(byte pos)
|
|
{
|
|
if (pos >= SharedConst.MaxSpellCharm || GetCharmInfo().GetCharmSpell(pos).GetActiveState() != ActiveStates.Enabled)
|
|
return 0;
|
|
else
|
|
return GetCharmInfo().GetCharmSpell(pos).GetAction();
|
|
}
|
|
|
|
public float GetPetChaseDistance()
|
|
{
|
|
float range = SharedConst.MeleeRange;
|
|
|
|
for (byte i = 0; i < GetPetAutoSpellSize(); ++i)
|
|
{
|
|
uint spellID = GetPetAutoSpellOnPos(i);
|
|
if (spellID == 0)
|
|
continue;
|
|
|
|
SpellInfo spellInfo = Global.SpellMgr.GetSpellInfo(spellID, GetMap().GetDifficultyID());
|
|
if (spellInfo != null)
|
|
{
|
|
if (spellInfo.GetRecoveryTime() == 0 // No cooldown
|
|
&& spellInfo.RangeEntry.Id != 1 /*Self*/ && spellInfo.RangeEntry.Id != 2 /*Combat Range*/
|
|
&& spellInfo.GetMinRange() > range)
|
|
range = spellInfo.GetMinRange();
|
|
}
|
|
}
|
|
|
|
return range;
|
|
}
|
|
|
|
public void SetCannotReachTarget(bool cannotReach)
|
|
{
|
|
if (cannotReach == m_cannotReachTarget)
|
|
return;
|
|
|
|
m_cannotReachTarget = cannotReach;
|
|
m_cannotReachTimer = 0;
|
|
}
|
|
bool CanNotReachTarget() { return m_cannotReachTarget; }
|
|
|
|
public float GetAggroRange(Unit target)
|
|
{
|
|
// Determines the aggro range for creatures (usually pets), used mainly for aggressive pet target selection.
|
|
// Based on data from wowwiki due to lack of 3.3.5a data
|
|
|
|
if (target != null && IsPet())
|
|
{
|
|
uint targetLevel = 0;
|
|
|
|
if (target.IsTypeId(TypeId.Player))
|
|
targetLevel = target.GetLevelForTarget(this);
|
|
else if (target.IsTypeId(TypeId.Unit))
|
|
targetLevel = target.ToCreature().GetLevelForTarget(this);
|
|
|
|
uint myLevel = GetLevelForTarget(target);
|
|
int levelDiff = (int)(targetLevel - myLevel);
|
|
|
|
// The maximum Aggro Radius is capped at 45 yards (25 level difference)
|
|
if (levelDiff < -25)
|
|
levelDiff = -25;
|
|
|
|
// The base aggro radius for mob of same level
|
|
float aggroRadius = 20;
|
|
|
|
// Aggro Radius varies with level difference at a rate of roughly 1 yard/level
|
|
aggroRadius -= levelDiff;
|
|
|
|
// detect range auras
|
|
aggroRadius += GetTotalAuraModifier(AuraType.ModDetectRange);
|
|
|
|
// detected range auras
|
|
aggroRadius += target.GetTotalAuraModifier(AuraType.ModDetectedRange);
|
|
|
|
// Just in case, we don't want pets running all over the map
|
|
if (aggroRadius > SharedConst.MaxAggroRadius)
|
|
aggroRadius = SharedConst.MaxAggroRadius;
|
|
|
|
// Minimum Aggro Radius for a mob seems to be combat range (5 yards)
|
|
// hunter pets seem to ignore minimum aggro radius so we'll default it a little higher
|
|
if (aggroRadius < 10)
|
|
aggroRadius = 10;
|
|
|
|
return (aggroRadius);
|
|
}
|
|
|
|
// Default
|
|
return 0.0f;
|
|
}
|
|
|
|
public Unit SelectNearestHostileUnitInAggroRange(bool useLOS = false)
|
|
{
|
|
// Selects nearest hostile target within creature's aggro range. Used primarily by
|
|
// pets set to aggressive. Will not return neutral or friendly targets
|
|
var u_check = new NearestHostileUnitInAggroRangeCheck(this, useLOS);
|
|
var searcher = new UnitSearcher(this, u_check);
|
|
Cell.VisitGridObjects(this, searcher, SharedConst.MaxAggroRadius);
|
|
return searcher.GetTarget();
|
|
}
|
|
|
|
public void UpdateMovementFlags()
|
|
{
|
|
// Do not update movement flags if creature is controlled by a player (charm/vehicle)
|
|
if (m_playerMovingMe != null)
|
|
return;
|
|
|
|
// Creatures with CREATURE_FLAG_EXTRA_NO_MOVE_FLAGS_UPDATE should control MovementFlags in your own scripts
|
|
if (GetCreatureTemplate().FlagsExtra.HasAnyFlag(CreatureFlagsExtra.NoMoveFlagsUpdate))
|
|
return;
|
|
|
|
// Set the movement flags if the creature is in that mode. (Only fly if actually in air, only swim if in water, etc)
|
|
float ground = GetFloorZ();
|
|
|
|
bool isInAir = (MathFunctions.fuzzyGt(GetPositionZMinusOffset(), ground + 0.05f) || MathFunctions.fuzzyLt(GetPositionZMinusOffset(), ground - 0.05f)); // Can be underground too, prevent the falling
|
|
|
|
if (GetCreatureTemplate().InhabitType.HasAnyFlag(InhabitType.Air) && isInAir && !IsFalling())
|
|
{
|
|
if (GetCreatureTemplate().InhabitType.HasAnyFlag(InhabitType.Ground))
|
|
SetCanFly(true);
|
|
else
|
|
SetDisableGravity(true);
|
|
}
|
|
else
|
|
{
|
|
SetCanFly(false);
|
|
SetDisableGravity(false);
|
|
}
|
|
|
|
if (!isInAir)
|
|
SetFall(false);
|
|
|
|
SetSwim(GetCreatureTemplate().InhabitType.HasAnyFlag(InhabitType.Water) && IsInWater());
|
|
}
|
|
|
|
public override void SetObjectScale(float scale)
|
|
{
|
|
base.SetObjectScale(scale);
|
|
|
|
CreatureModelInfo minfo = Global.ObjectMgr.GetCreatureModelInfo(GetDisplayId());
|
|
if (minfo != null)
|
|
{
|
|
SetBoundingRadius((IsPet() ? 1.0f : minfo.BoundingRadius) * scale);
|
|
SetCombatReach((IsPet() ? SharedConst.DefaultPlayerCombatReach : minfo.CombatReach) * scale);
|
|
}
|
|
}
|
|
|
|
public override void SetDisplayId(uint modelId, float displayScale = 1f)
|
|
{
|
|
base.SetDisplayId(modelId, displayScale);
|
|
|
|
CreatureModelInfo minfo = Global.ObjectMgr.GetCreatureModelInfo(modelId);
|
|
if (minfo != null)
|
|
{
|
|
SetBoundingRadius((IsPet() ? 1.0f : minfo.BoundingRadius) * GetObjectScale());
|
|
SetCombatReach((IsPet() ? SharedConst.DefaultPlayerCombatReach : minfo.CombatReach) * GetObjectScale());
|
|
}
|
|
}
|
|
|
|
public void SetDisplayFromModel(int modelIdx)
|
|
{
|
|
CreatureModel model = GetCreatureTemplate().GetModelByIdx(modelIdx);
|
|
if (model != null)
|
|
SetDisplayId(model.CreatureDisplayID, model.DisplayScale);
|
|
}
|
|
|
|
public override void SetTarget(ObjectGuid guid)
|
|
{
|
|
if (IsFocusing(null, true))
|
|
m_suppressedTarget = guid;
|
|
else
|
|
SetUpdateFieldValue(m_values.ModifyValue(m_unitData).ModifyValue(m_unitData.Target), guid);
|
|
}
|
|
|
|
public void FocusTarget(Spell focusSpell, WorldObject target)
|
|
{
|
|
// already focused
|
|
if (_focusSpell != null)
|
|
return;
|
|
|
|
SpellInfo spellInfo = focusSpell.GetSpellInfo();
|
|
|
|
// don't use spell focus for vehicle spells
|
|
if (spellInfo.HasAura(AuraType.ControlVehicle))
|
|
return;
|
|
|
|
if ((!target || target == this) && focusSpell.GetCastTime() == 0) // instant cast, untargeted (or self-targeted) spell doesn't need any facing updates
|
|
return;
|
|
|
|
// store pre-cast values for target and orientation (used to later restore)
|
|
if (!IsFocusing(null, true))
|
|
{ // only overwrite these fields if we aren't transitioning from one spell focus to another
|
|
m_suppressedTarget = GetTarget();
|
|
m_suppressedOrientation = GetOrientation();
|
|
}
|
|
|
|
_focusSpell = focusSpell;
|
|
|
|
// set target, then force send update packet to players if it changed to provide appropriate facing
|
|
ObjectGuid newTarget = target ? target.GetGUID() : ObjectGuid.Empty;
|
|
if (GetTarget() != newTarget)
|
|
{
|
|
SetUpdateFieldValue(m_values.ModifyValue(m_unitData).ModifyValue(m_unitData.Target), newTarget);
|
|
|
|
// here we determine if the (relatively expensive) forced update is worth it, or whether we can afford to wait until the scheduled update tick
|
|
// only require instant update for spells that actually have a visual
|
|
if (spellInfo.GetSpellVisual() != 0 && (focusSpell.GetCastTime() == 0 || // if the spell is instant cast
|
|
spellInfo.HasAttribute(SpellAttr5.DontTurnDuringCast))) // client gets confused if we attempt to turn at the regularly scheduled update packet
|
|
{
|
|
List<Player> playersNearby = GetPlayerListInGrid(GetVisibilityRange());
|
|
foreach (var player in playersNearby)
|
|
{
|
|
// only update players that are known to the client (have already been created)
|
|
if (player.HaveAtClient(this))
|
|
SendUpdateToPlayer(player);
|
|
}
|
|
}
|
|
}
|
|
|
|
bool canTurnDuringCast = !focusSpell.GetSpellInfo().HasAttribute(SpellAttr5.DontTurnDuringCast);
|
|
// Face the target - we need to do this before the unit state is modified for no-turn spells
|
|
if (target)
|
|
SetFacingToObject(target, false);
|
|
else if (!canTurnDuringCast)
|
|
{
|
|
Unit victim = GetVictim();
|
|
if (victim)
|
|
SetFacingToObject(victim, false); // ensure server-side orientation is correct at beginning of cast
|
|
}
|
|
|
|
if (!canTurnDuringCast)
|
|
AddUnitState(UnitState.CannotTurn);
|
|
}
|
|
|
|
public override bool IsFocusing(Spell focusSpell = null, bool withDelay = false)
|
|
{
|
|
if (!IsAlive()) // dead creatures cannot focus
|
|
{
|
|
ReleaseFocus(null, false);
|
|
return false;
|
|
}
|
|
|
|
if (focusSpell && (focusSpell != _focusSpell))
|
|
return false;
|
|
|
|
if (!_focusSpell)
|
|
{
|
|
if (!withDelay || _focusDelay == 0)
|
|
return false;
|
|
if (Time.GetMSTimeDiffToNow(_focusDelay) > 1000) // @todo figure out if we can get rid of this magic number somehow
|
|
{
|
|
_focusDelay = 0; // save checks in the future
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
public void ReleaseFocus(Spell focusSpell = null, bool withDelay = true)
|
|
{
|
|
if (_focusSpell == null)
|
|
return;
|
|
|
|
// focused to something else
|
|
if (focusSpell && focusSpell != _focusSpell)
|
|
return;
|
|
|
|
if (IsPet())// player pets do not use delay system
|
|
{
|
|
SetUpdateFieldValue(m_values.ModifyValue(m_unitData).ModifyValue(m_unitData.Target), m_suppressedTarget);
|
|
if (!m_suppressedTarget.IsEmpty())
|
|
{
|
|
WorldObject objTarget = Global.ObjAccessor.GetWorldObject(this, m_suppressedTarget);
|
|
if (objTarget)
|
|
SetFacingToObject(objTarget, false);
|
|
}
|
|
else
|
|
SetFacingTo(m_suppressedOrientation, false);
|
|
}
|
|
else
|
|
// tell the creature that it should reacquire its actual target after the delay expires (this is handled in ::Update)
|
|
// player pets don't need to do this, as they automatically reacquire their target on focus release
|
|
MustReacquireTarget();
|
|
|
|
if (_focusSpell.GetSpellInfo().HasAttribute(SpellAttr5.DontTurnDuringCast))
|
|
ClearUnitState(UnitState.CannotTurn);
|
|
|
|
_focusSpell = null;
|
|
_focusDelay = (!IsPet() && withDelay) ? GameTime.GetGameTimeMS() : 0; // don't allow re-target right away to prevent visual bugs
|
|
}
|
|
|
|
public void MustReacquireTarget() { m_shouldReacquireTarget = true; } // flags the Creature for forced (client displayed) target reacquisition in the next Update call
|
|
|
|
public void DoNotReacquireTarget()
|
|
{
|
|
m_shouldReacquireTarget = false;
|
|
m_suppressedTarget = ObjectGuid.Empty;
|
|
m_suppressedOrientation = 0.0f;
|
|
}
|
|
|
|
public ulong GetSpawnId() { return m_spawnId; }
|
|
|
|
public void SetCorpseDelay(uint delay) { m_corpseDelay = delay; }
|
|
public uint GetCorpseDelay() { return m_corpseDelay; }
|
|
public bool IsRacialLeader() { return GetCreatureTemplate().RacialLeader; }
|
|
public bool IsCivilian()
|
|
{
|
|
return GetCreatureTemplate().FlagsExtra.HasAnyFlag(CreatureFlagsExtra.Civilian);
|
|
}
|
|
public bool IsTrigger()
|
|
{
|
|
return GetCreatureTemplate().FlagsExtra.HasAnyFlag(CreatureFlagsExtra.Trigger);
|
|
}
|
|
public bool IsGuard()
|
|
{
|
|
return GetCreatureTemplate().FlagsExtra.HasAnyFlag(CreatureFlagsExtra.Guard);
|
|
}
|
|
public bool CanWalk()
|
|
{
|
|
return GetCreatureTemplate().InhabitType.HasAnyFlag(InhabitType.Ground);
|
|
}
|
|
public override bool CanSwim()
|
|
{
|
|
return GetCreatureTemplate().InhabitType.HasAnyFlag(InhabitType.Water);
|
|
}
|
|
public override bool CanFly()
|
|
{
|
|
return GetCreatureTemplate().InhabitType.HasAnyFlag(InhabitType.Air);
|
|
}
|
|
public bool IsDungeonBoss() { return (GetCreatureTemplate().FlagsExtra.HasAnyFlag(CreatureFlagsExtra.DungeonBoss)); }
|
|
|
|
public void SetReactState(ReactStates st)
|
|
{
|
|
reactState = st;
|
|
}
|
|
public ReactStates GetReactState()
|
|
{
|
|
return reactState;
|
|
}
|
|
public bool HasReactState(ReactStates state)
|
|
{
|
|
return (reactState == state);
|
|
}
|
|
|
|
public bool IsInEvadeMode() { return HasUnitState(UnitState.Evade); }
|
|
public bool IsEvadingAttacks() { return IsInEvadeMode() || CanNotReachTarget(); }
|
|
|
|
public new CreatureAI GetAI()
|
|
{
|
|
return (CreatureAI)i_AI;
|
|
}
|
|
|
|
public T GetAI<T>() where T : UnitAI
|
|
{
|
|
return (T)i_AI;
|
|
}
|
|
|
|
public override SpellSchoolMask GetMeleeDamageSchoolMask() { return m_meleeDamageSchoolMask; }
|
|
public void SetMeleeDamageSchool(SpellSchools school) { m_meleeDamageSchoolMask = (SpellSchoolMask)(1 << (int)school); }
|
|
|
|
public sbyte GetOriginalEquipmentId() { return m_originalEquipmentId; }
|
|
public byte GetCurrentEquipmentId() { return m_equipmentId; }
|
|
public void SetCurrentEquipmentId(byte id) { m_equipmentId = id; }
|
|
|
|
public CreatureTemplate GetCreatureTemplate() { return m_creatureInfo; }
|
|
public CreatureData GetCreatureData() { return m_creatureData; }
|
|
|
|
public override bool LoadFromDB(ulong spawnId, Map map, bool addToMap, bool allowDuplicate)
|
|
{
|
|
if (!allowDuplicate)
|
|
{
|
|
// If an alive instance of this spawnId is already found, skip creation
|
|
// If only dead instance(s) exist, despawn them and spawn a new (maybe also dead) version
|
|
var creatureBounds = map.GetCreatureBySpawnIdStore().LookupByKey(spawnId);
|
|
List<Creature> despawnList = new List<Creature>();
|
|
|
|
foreach (var creature in creatureBounds)
|
|
{
|
|
if (creature.IsAlive())
|
|
{
|
|
Log.outDebug(LogFilter.Maps, "Would have spawned {0} but {1} already exists", spawnId, creature.GetGUID().ToString());
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
despawnList.Add(creature);
|
|
Log.outDebug(LogFilter.Maps, "Despawned dead instance of spawn {0} ({1})", spawnId, creature.GetGUID().ToString());
|
|
}
|
|
}
|
|
|
|
foreach (Creature despawnCreature in despawnList)
|
|
{
|
|
despawnCreature.AddObjectToRemoveList();
|
|
}
|
|
}
|
|
|
|
CreatureData data = Global.ObjectMgr.GetCreatureData(spawnId);
|
|
if (data == null)
|
|
{
|
|
Log.outError(LogFilter.Sql, "Creature (GUID: {0}) not found in table `creature`, can't load. ", spawnId);
|
|
return false;
|
|
}
|
|
|
|
m_spawnId = spawnId;
|
|
m_respawnCompatibilityMode = data.spawnGroupData.flags.HasAnyFlag(SpawnGroupFlags.CompatibilityMode);
|
|
m_creatureData = data;
|
|
m_respawnradius = data.spawndist;
|
|
m_respawnDelay = (uint)data.spawntimesecs;
|
|
// Is the creature script objecting to us spawning? If yes, delay by a little bit (then re-check in ::Update)
|
|
if (!m_respawnCompatibilityMode && m_respawnTime == 0 && !Global.ScriptMgr.CanSpawn(spawnId, data.Id, data, map))
|
|
{
|
|
SaveRespawnTime(RandomHelper.URand(4, 7));
|
|
return false;
|
|
}
|
|
|
|
if (!Create(map.GenerateLowGuid(HighGuid.Creature), map, data.Id, data.spawnPoint, data, 0, !m_respawnCompatibilityMode))
|
|
return false;
|
|
|
|
//We should set first home position, because then AI calls home movement
|
|
SetHomePosition(data.spawnPoint);
|
|
|
|
m_deathState = DeathState.Alive;
|
|
|
|
m_respawnTime = GetMap().GetCreatureRespawnTime(m_spawnId);
|
|
|
|
// Is the creature script objecting to us spawning? If yes, delay by a little bit (then re-check in ::Update)
|
|
if (m_respawnCompatibilityMode && m_respawnTime == 0 && !Global.ScriptMgr.CanSpawn(spawnId, GetEntry(), GetCreatureData(), map))
|
|
m_respawnTime = Time.UnixTime + RandomHelper.URand(4, 7);
|
|
|
|
if (m_respawnTime != 0) // respawn on UpdateLoadCreatureFromDB
|
|
{
|
|
m_deathState = DeathState.Dead;
|
|
if (CanFly())
|
|
{
|
|
float tz = map.GetHeight(GetPhaseShift(), data.spawnPoint, true, MapConst.MaxFallDistance);
|
|
if (data.spawnPoint.GetPositionZ() - tz > 0.1f && GridDefines.IsValidMapCoord(tz))
|
|
Relocate(data.spawnPoint.GetPositionX(), data.spawnPoint.GetPositionY(), tz);
|
|
}
|
|
}
|
|
|
|
SetSpawnHealth();
|
|
|
|
// checked at creature_template loading
|
|
DefaultMovementType = (MovementGeneratorType)data.movementType;
|
|
|
|
loot.SetGUID(ObjectGuid.Create(HighGuid.LootObject, GetMapId(), data.Id, GetMap().GenerateLowGuid(HighGuid.LootObject)));
|
|
|
|
if (addToMap && !GetMap().AddToMap(this))
|
|
return false;
|
|
return true;
|
|
}
|
|
|
|
public bool HasLootRecipient() { return !m_lootRecipient.IsEmpty() || !m_lootRecipientGroup.IsEmpty(); }
|
|
|
|
public LootModes GetLootMode() { return m_LootMode; }
|
|
public bool HasLootMode(LootModes lootMode) { return Convert.ToBoolean(m_LootMode & lootMode); }
|
|
public void SetLootMode(LootModes lootMode) { m_LootMode = lootMode; }
|
|
public void AddLootMode(LootModes lootMode) { m_LootMode |= lootMode; }
|
|
public void RemoveLootMode(LootModes lootMode) { m_LootMode &= ~lootMode; }
|
|
public void ResetLootMode() { m_LootMode = LootModes.Default; }
|
|
|
|
public void SetNoCallAssistance(bool val) { m_AlreadyCallAssistance = val; }
|
|
public void SetNoSearchAssistance(bool val) { m_AlreadySearchedAssistance = val; }
|
|
public bool HasSearchedAssistance() { return m_AlreadySearchedAssistance; }
|
|
|
|
MovementGeneratorType GetDefaultMovementType() { return DefaultMovementType; }
|
|
public void SetDefaultMovementType(MovementGeneratorType mgt) { DefaultMovementType = mgt; }
|
|
|
|
public long GetRespawnTime() { return m_respawnTime; }
|
|
public void SetRespawnTime(uint respawn) { m_respawnTime = respawn != 0 ? Time.UnixTime + respawn : 0; }
|
|
|
|
public uint GetRespawnDelay() { return m_respawnDelay; }
|
|
public void SetRespawnDelay(uint delay) { m_respawnDelay = delay; }
|
|
|
|
public float GetRespawnRadius() { return m_respawnradius; }
|
|
public void SetRespawnRadius(float dist) { m_respawnradius = dist; }
|
|
|
|
public void DoImmediateBoundaryCheck() { m_boundaryCheckTime = 0; }
|
|
uint GetCombatPulseDelay() { return m_combatPulseDelay; }
|
|
public void SetCombatPulseDelay(uint delay) // (secs) interval at which the creature pulses the entire zone into combat (only works in dungeons)
|
|
{
|
|
m_combatPulseDelay = delay;
|
|
if (m_combatPulseTime == 0 || m_combatPulseTime > delay)
|
|
m_combatPulseTime = delay;
|
|
}
|
|
|
|
public bool IsRegeneratingHealth() { return m_regenHealth; }
|
|
public void SetRegeneratingHealth(bool regenHealth) { m_regenHealth = regenHealth; }
|
|
|
|
public void SetHomePosition(float x, float y, float z, float o)
|
|
{
|
|
m_homePosition.Relocate(x, y, z, o);
|
|
}
|
|
public void SetHomePosition(Position pos)
|
|
{
|
|
m_homePosition.Relocate(pos);
|
|
}
|
|
public void GetHomePosition(out float x, out float y, out float z, out float ori)
|
|
{
|
|
m_homePosition.GetPosition(out x, out y, out z, out ori);
|
|
}
|
|
public Position GetHomePosition()
|
|
{
|
|
return m_homePosition;
|
|
}
|
|
|
|
public void SetTransportHomePosition(float x, float y, float z, float o) { m_transportHomePosition.Relocate(x, y, z, o); }
|
|
public void SetTransportHomePosition(Position pos) { m_transportHomePosition.Relocate(pos); }
|
|
public void GetTransportHomePosition(out float x, out float y, out float z, out float ori) { m_transportHomePosition.GetPosition(out x, out y, out z, out ori); }
|
|
public Position GetTransportHomePosition() { return m_transportHomePosition; }
|
|
|
|
public uint GetWaypointPath() { return m_path_id; }
|
|
public void LoadPath(uint pathid) { m_path_id = pathid; }
|
|
|
|
public uint GetCurrentWaypointID() { return m_waypointID; }
|
|
public void UpdateWaypointID(uint wpID) { m_waypointID = wpID; }
|
|
|
|
public CreatureGroup GetFormation() { return m_formation; }
|
|
public void SetFormation(CreatureGroup formation) { m_formation = formation; }
|
|
|
|
void SetDisableReputationGain(bool disable) { DisableReputationGain = disable; }
|
|
public bool IsReputationGainDisabled() { return DisableReputationGain; }
|
|
public bool IsDamageEnoughForLootingAndReward() { return m_creatureInfo.FlagsExtra.HasAnyFlag(CreatureFlagsExtra.NoPlayerDamageReq) || m_PlayerDamageReq == 0; }
|
|
|
|
// Part of Evade mechanics
|
|
long GetLastDamagedTime() { return _lastDamagedTime; }
|
|
public void SetLastDamagedTime(long val) { _lastDamagedTime = val; }
|
|
|
|
public void ResetPlayerDamageReq() { m_PlayerDamageReq = (uint)(GetHealth() / 2); }
|
|
|
|
public uint GetOriginalEntry()
|
|
{
|
|
return m_originalEntry;
|
|
}
|
|
void SetOriginalEntry(uint entry)
|
|
{
|
|
m_originalEntry = entry;
|
|
}
|
|
|
|
// There's many places not ready for dynamic spawns. This allows them to live on for now.
|
|
void SetRespawnCompatibilityMode(bool mode = true) { m_respawnCompatibilityMode = mode; }
|
|
public bool GetRespawnCompatibilityMode() { return m_respawnCompatibilityMode; }
|
|
|
|
public Unit SelectVictim()
|
|
{
|
|
// function provides main threat functionality
|
|
// next-victim-selection algorithm and evade mode are called
|
|
// threat list sorting etc.
|
|
|
|
Unit target = null;
|
|
|
|
// First checking if we have some taunt on us
|
|
var tauntAuras = GetAuraEffectsByType(AuraType.ModTaunt);
|
|
if (!tauntAuras.Empty())
|
|
{
|
|
Unit caster = tauntAuras.Last().GetCaster();
|
|
|
|
// The last taunt aura caster is alive an we are happy to attack him
|
|
if (caster != null && caster.IsAlive())
|
|
return GetVictim();
|
|
else if (tauntAuras.Count > 1)
|
|
{
|
|
// We do not have last taunt aura caster but we have more taunt auras,
|
|
// so find first available target
|
|
|
|
// Auras are pushed_back, last caster will be on the end
|
|
for (var i = tauntAuras.Count - 1; i >= 0; i--)
|
|
{
|
|
caster = tauntAuras[i].GetCaster();
|
|
if (caster != null && CanSeeOrDetect(caster, true) && IsValidAttackTarget(caster) && caster.IsInAccessiblePlaceFor(ToCreature()))
|
|
{
|
|
target = caster;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
target = GetVictim();
|
|
}
|
|
|
|
if (CanHaveThreatList())
|
|
{
|
|
if (target == null && !GetThreatManager().IsThreatListEmpty())
|
|
// No taunt aura or taunt aura caster is dead standard target selection
|
|
target = GetThreatManager().GetHostilTarget();
|
|
}
|
|
else if (!HasReactState(ReactStates.Passive))
|
|
{
|
|
// We have player pet probably
|
|
target = GetAttackerForHelper();
|
|
if (target == null && IsSummon())
|
|
{
|
|
Unit owner = ToTempSummon().GetOwner();
|
|
if (owner != null)
|
|
{
|
|
if (owner.IsInCombat())
|
|
target = owner.GetAttackerForHelper();
|
|
if (target == null)
|
|
{
|
|
foreach (var unit in owner.m_Controlled)
|
|
{
|
|
if (unit.IsInCombat())
|
|
{
|
|
target = unit.GetAttackerForHelper();
|
|
if (target)
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
return null;
|
|
|
|
if (target != null && _IsTargetAcceptable(target) && CanCreatureAttack(target))
|
|
{
|
|
if (!IsFocusing(null, true))
|
|
SetInFront(target);
|
|
return target;
|
|
}
|
|
|
|
// last case when creature must not go to evade mode:
|
|
// it in combat but attacker not make any damage and not enter to aggro radius to have record in threat list
|
|
// for example at owner command to pet attack some far away creature
|
|
// Note: creature does not have targeted movement generator but has attacker in this case
|
|
foreach (var unit in attackerList)
|
|
{
|
|
if (!CanCreatureAttack(unit) && !unit.IsTypeId(TypeId.Player)
|
|
&& !unit.ToCreature().HasUnitTypeMask(UnitTypeMask.ControlableGuardian))
|
|
return null;
|
|
}
|
|
|
|
// @todo a vehicle may eat some mob, so mob should not evade
|
|
if (GetVehicle() != null)
|
|
return null;
|
|
|
|
// search nearby enemy before enter evade mode
|
|
if (HasReactState(ReactStates.Aggressive))
|
|
{
|
|
target = SelectNearestTargetInAttackDistance(m_CombatDistance != 0 ? m_CombatDistance : SharedConst.AttackDistance);
|
|
|
|
if (target != null && _IsTargetAcceptable(target) && CanCreatureAttack(target))
|
|
return target;
|
|
}
|
|
|
|
var iAuras = GetAuraEffectsByType(AuraType.ModInvisibility);
|
|
if (!iAuras.Empty())
|
|
{
|
|
foreach (var aura in iAuras)
|
|
{
|
|
if (aura.GetBase().IsPermanent())
|
|
{
|
|
GetAI().EnterEvadeMode();
|
|
break;
|
|
}
|
|
}
|
|
return null;
|
|
}
|
|
|
|
// enter in evade mode in other case
|
|
GetAI().EnterEvadeMode(EvadeReason.NoHostiles);
|
|
return null;
|
|
}
|
|
}
|
|
|
|
public class VendorItemCount
|
|
{
|
|
public VendorItemCount(uint _item, uint _count)
|
|
{
|
|
itemId = _item;
|
|
count = _count;
|
|
lastIncrementTime = Time.UnixTime;
|
|
}
|
|
public uint itemId;
|
|
public uint count;
|
|
public long lastIncrementTime;
|
|
}
|
|
|
|
public class AssistDelayEvent : BasicEvent
|
|
{
|
|
AssistDelayEvent() { }
|
|
public AssistDelayEvent(ObjectGuid victim, Unit owner)
|
|
{
|
|
m_victim = victim;
|
|
m_owner = owner;
|
|
}
|
|
|
|
public override bool Execute(ulong e_time, uint p_time)
|
|
{
|
|
Unit victim = Global.ObjAccessor.GetUnit(m_owner, m_victim);
|
|
if (victim != null)
|
|
{
|
|
while (!m_assistants.Empty())
|
|
{
|
|
Creature assistant = m_owner.GetMap().GetCreature(m_assistants[0]);
|
|
m_assistants.RemoveAt(0);
|
|
|
|
if (assistant != null && assistant.CanAssistTo(m_owner, victim))
|
|
{
|
|
assistant.SetNoCallAssistance(true);
|
|
assistant.EngageWithTarget(victim);
|
|
}
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
public void AddAssistant(ObjectGuid guid) { m_assistants.Add(guid); }
|
|
|
|
|
|
ObjectGuid m_victim;
|
|
List<ObjectGuid> m_assistants = new List<ObjectGuid>();
|
|
Unit m_owner;
|
|
}
|
|
|
|
public class ForcedDespawnDelayEvent : BasicEvent
|
|
{
|
|
public ForcedDespawnDelayEvent(Creature owner, TimeSpan respawnTimer = default)
|
|
{
|
|
m_owner = owner;
|
|
m_respawnTimer = respawnTimer;
|
|
}
|
|
public override bool Execute(ulong e_time, uint p_time)
|
|
{
|
|
m_owner.DespawnOrUnsummon(0, m_respawnTimer); // since we are here, we are not TempSummon as object type cannot change during runtime
|
|
return true;
|
|
}
|
|
|
|
Creature m_owner;
|
|
TimeSpan m_respawnTimer;
|
|
}
|
|
}
|