102 lines
3.7 KiB
C#
102 lines
3.7 KiB
C#
// Copyright (c) CypherCore <http://github.com/CypherCore> All rights reserved.
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// Licensed under the GNU GENERAL PUBLIC LICENSE. See LICENSE file in the project root for full license information.
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using Framework.Constants;
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using Game.Loots;
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using Game.Spells;
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using System.Collections.Generic;
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namespace Game.Entities
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{
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public partial class Creature
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{
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CreatureTemplate m_creatureInfo;
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CreatureData m_creatureData;
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string[] m_stringIds = new string[3];
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string m_scriptStringId;
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SpellFocusInfo _spellFocusInfo;
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long _lastDamagedTime; // Part of Evade mechanics
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MultiMap<byte, byte> m_textRepeat = new();
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// Regenerate health
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bool _regenerateHealth; // Set on creation
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bool _regenerateHealthLock; // Dynamically set
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bool _isMissingCanSwimFlagOutOfCombat;
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public ulong m_PlayerDamageReq;
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public float m_SightDistance;
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public float m_CombatDistance;
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public bool m_isTempWorldObject; //true when possessed
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ReactStates reactState; // for AI, not charmInfo
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public MovementGeneratorType DefaultMovementType { get; set; }
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public ulong m_spawnId;
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byte m_equipmentId;
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sbyte m_originalEquipmentId; // can be -1
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bool m_AlreadyCallAssistance;
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bool m_AlreadySearchedAssistance;
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bool m_cannotReachTarget;
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uint m_cannotReachTimer;
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SpellSchoolMask m_meleeDamageSchoolMask;
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public uint m_originalEntry;
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Position m_homePosition;
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Position m_transportHomePosition = new();
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bool DisableReputationGain;
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LootModes m_LootMode; // Bitmask (default: LOOT_MODE_DEFAULT) that determines what loot will be lootable
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// Waypoint path
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uint _waypointPathId;
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(uint nodeId, uint pathId) _currentWaypointNodeInfo;
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//Formation var
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CreatureGroup m_formation;
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bool triggerJustAppeared;
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bool m_respawnCompatibilityMode;
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public uint[] m_spells = new uint[SharedConst.MaxCreatureSpells];
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// Timers
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long _pickpocketLootRestore;
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public long m_corpseRemoveTime; // (msecs)timer for death or corpse disappearance
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long m_respawnTime; // (secs) time of next respawn
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uint m_respawnDelay; // (secs) delay between corpse disappearance and respawning
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uint m_corpseDelay; // (secs) delay between death and corpse disappearance
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bool m_ignoreCorpseDecayRatio;
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float m_wanderDistance;
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uint m_boundaryCheckTime; // (msecs) remaining time for next evade boundary check
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uint m_combatPulseTime; // (msecs) remaining time for next zone-in-combat pulse
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uint m_combatPulseDelay; // (secs) how often the creature puts the entire zone in combat (only works in dungeons)
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// vendor items
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List<VendorItemCount> m_vendorItemCounts = new();
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internal Dictionary<ObjectGuid, Loot> m_personalLoot = new();
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public Loot _loot;
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HashSet<ObjectGuid> m_tapList = new();
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}
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public enum ObjectCellMoveState
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{
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None, // not in move list
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Active, // in move list
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Inactive // in move list but should not move
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}
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struct SpellFocusInfo
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{
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public Spell Spell;
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public uint Delay; // ms until the creature's target should snap back (0 = no snapback scheduled)
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public ObjectGuid Target; // the creature's "real" target while casting
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public float Orientation; // the creature's "real" orientation while casting
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}
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}
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