Core/SAI: Implement SMART_ACTION_SET_RANGED_MOVEMENT (79) and SMART_ACTION_SET_STAND_STATE (101). Updated wiki accordingly. These were required in order to properly be able to convert EventAI to SmartAI.

This commit is contained in:
Discover-
2012-05-29 12:19:46 +02:00
parent e83f913fc5
commit 013fe44b92
3 changed files with 42 additions and 3 deletions

View File

@@ -62,6 +62,7 @@ class SmartAI : public CreatureAI
void RemoveEscortState(uint32 uiEscortState) { mEscortState &= ~uiEscortState; }
void SetAutoAttack(bool on) { mCanAutoAttack = on; }
void SetCombatMove(bool on);
bool CanCombatMove() { return mCanCombatMove; }
void SetFollow(Unit* target, float dist = 0.0f, float angle = 0.0f, uint32 credit = 0, uint32 end = 0, uint32 creditType = 0);
void SetScript9(SmartScriptHolder& e, uint32 entry, Unit* invoker);
@@ -224,7 +225,6 @@ class SmartAI : public CreatureAI
bool mCanCombatMove;
bool mForcedPaused;
uint32 mInvincibilityHpLevel;
bool AssistPlayerInCombat(Unit* who);
uint32 mDespawnTime;

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@@ -1534,6 +1534,15 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
case SMART_ACTION_CALL_SCRIPT_RESET:
OnReset();
break;
case SMART_ACTION_SET_RANGED_MOVEMENT:
{
float attackDistance = (float)e.action.setRangedMovement.distance;
float attackAngle = e.action.setRangedMovement.angle / 180.0f * M_PI;
if (CAST_AI(SmartAI, me->AI())->CanCombatMove())
me->GetMotionMaster()->MoveChase(me->getVictim(), attackDistance, attackAngle);
break;
}
case SMART_ACTION_CALL_TIMED_ACTIONLIST:
{
if (e.GetTargetType() == SMART_TARGET_NONE)
@@ -1924,6 +1933,24 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
delete targets;
break;
}
case SMART_ACTION_SET_STAND_STATE:
{
ObjectList* targets = GetTargets(e, unit);
if (!targets)
break;
for (ObjectList::const_iterator itr = targets->begin(); itr != targets->end(); ++itr)
{
if (IsUnit(*itr))
{
(*itr)->ToUnit()->SetStandState(e.action.setStandState.standState);
sLog->outDebug(LOG_FILTER_DATABASE_AI, "SmartScript::ProcessAction:: SMART_ACTION_SET_EMOTE_STATE. Unit %u set standstate to %u", (*itr)->GetGUIDLow(), e.action.emote.emote);
}
}
delete targets;
break;
}
default:
sLog->outErrorDb("SmartScript::ProcessAction: Entry %d SourceType %u, Event %u, Unhandled Action type %u", e.entryOrGuid, e.GetScriptType(), e.event_id, e.GetActionType());
break;

View File

@@ -451,7 +451,7 @@ enum SMART_ACTION
SMART_ACTION_OVERRIDE_SCRIPT_BASE_OBJECT = 76, // WARNING: CAN CRASH CORE, do not use if you dont know what you are doing
SMART_ACTION_RESET_SCRIPT_BASE_OBJECT = 77, // none
SMART_ACTION_CALL_SCRIPT_RESET = 78, // none
// Unused = 79,
SMART_ACTION_SET_RANGED_MOVEMENT = 79, // Distance, angle
SMART_ACTION_CALL_TIMED_ACTIONLIST = 80, // ID (overwrites already running actionlist), stop after combat?(0/1), timer update type(0-OOC, 1-IC, 2-ALWAYS)
SMART_ACTION_SET_NPC_FLAG = 81, // Flags
SMART_ACTION_ADD_NPC_FLAG = 82, // Flags
@@ -473,8 +473,9 @@ enum SMART_ACTION
SMART_ACTION_SEND_GOSSIP_MENU = 98, // menuId, optionId
SMART_ACTION_GO_SET_LOOT_STATE = 99, // state
SMART_ACTION_SEND_TARGET_TO_TARGET = 100, // id
SMART_ACTION_SET_STAND_STATE = 101, // standState
SMART_ACTION_END = 101,
SMART_ACTION_END = 102,
};
struct SmartAction
@@ -893,6 +894,17 @@ struct SmartAction
uint32 id;
} sendTargetToTarget;
struct
{
uint32 standState;
} setStandState;
struct
{
float distance;
float angle;
} setRangedMovement;
struct
{
uint32 param1;