Dynamic Creature/Go spawning:

- True blizzlike creature spawn/respawn behavior - new creature = new object
 - Toggleable spawn groups (with C++/SAI/command options to use them)
 - Custom feature: dynamic spawn rate scaling. Accelerates respawn rate based on players in the zone.
 - Backward compatibility mode (set via group and for summons)
   to support creatures/gos that currently don't work well with this
   (this should be removed once the exceptions are fixed)

Fixes and closes #2858
Tags #8661 as fixable.
Fixes and closes #13787
Fixes #15222.

(cherry picked from commit 59db2eeea0)
This commit is contained in:
r00ty-tc
2017-05-07 21:48:41 +01:00
committed by Shauren
parent bf5be28396
commit 03b125e6d1
57 changed files with 2707 additions and 788 deletions

View File

@@ -1600,16 +1600,40 @@ bool ScriptMgr::OnCastItemCombatSpell(Player* player, Unit* victim, SpellInfo co
return tmpscript->OnCastItemCombatSpell(player, victim, spellInfo, item);
}
bool ScriptMgr::CanSpawn(ObjectGuid::LowType spawnId, uint32 entry, CreatureTemplate const* actTemplate, CreatureData const* cData, Map const* map)
bool ScriptMgr::CanSpawn(ObjectGuid::LowType spawnId, uint32 entry, CreatureData const* cData, Map const* map)
{
ASSERT(actTemplate);
ASSERT(map);
CreatureTemplate const* baseTemplate = sObjectMgr->GetCreatureTemplate(entry);
if (!baseTemplate)
baseTemplate = actTemplate;
ASSERT(baseTemplate);
// find out which template we'd be using
CreatureTemplate const* actTemplate = nullptr;
DifficultyEntry const* difficultyEntry = sDifficultyStore.LookupEntry(map->GetDifficultyID());
while (!actTemplate && difficultyEntry)
{
int32 idx = CreatureTemplate::DifficultyIDToDifficultyEntryIndex(difficultyEntry->ID);
if (idx == -1)
break;
if (baseTemplate->DifficultyEntry[idx])
{
actTemplate = sObjectMgr->GetCreatureTemplate(baseTemplate->DifficultyEntry[idx]);
break;
}
if (!difficultyEntry->FallbackDifficultyID)
break;
difficultyEntry = sDifficultyStore.LookupEntry(difficultyEntry->FallbackDifficultyID);
}
if (!actTemplate)
actTemplate = baseTemplate;
uint32 scriptId = baseTemplate->ScriptID;
if (cData && cData->ScriptId)
scriptId = cData->ScriptId;
if (cData && cData->scriptId)
scriptId = cData->scriptId;
GET_SCRIPT_RET(CreatureScript, scriptId, tmpscript, true);
return tmpscript->CanSpawn(spawnId, entry, baseTemplate, actTemplate, cData, map);
}