Files
CypherCore/Source/Game/Entities/Creature/Creature.Fields.cs
T
2023-01-18 17:25:32 -05:00

102 lines
3.7 KiB
C#

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