Entities/GO: Add forceRespawnTimer support to DespawnOrUnsummon. Use it in SAI.

(cherry picked from commit 264d4e1d30)
This commit is contained in:
Treeston
2018-02-14 02:23:55 +01:00
committed by Shauren
parent 19ed9c971f
commit 168be492f5
6 changed files with 21 additions and 24 deletions

View File

@@ -518,7 +518,6 @@ void SmartAI::InitializeAI()
GetScript()->OnInitialize(me);
mDespawnTime = 0;
mRespawnTime = 0;
mDespawnState = 0;
_escortState = SMART_ESCORT_NONE;
@@ -962,7 +961,7 @@ void SmartAI::UpdateDespawn(uint32 diff)
mDespawnState++;
}
else
me->DespawnOrUnsummon(0, Seconds(mRespawnTime));
me->DespawnOrUnsummon();
}
else
mDespawnTime -= diff;

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@@ -178,13 +178,11 @@ class TC_GAME_API SmartAI : public CreatureAI
void QuestReward(Player* player, Quest const* quest, LootItemType type, uint32 opt) override;
void OnGameEvent(bool start, uint16 eventId) override;
void SetDespawnTime (uint32 t, uint32 r = 0)
void SetDespawnTime (uint32 t)
{
mDespawnTime = t;
mRespawnTime = r;
mDespawnState = t ? 1 : 0;
}
void StartDespawn() { mDespawnState = 2; }
void OnSpellClick(Unit* clicker, bool& result) override;
@@ -233,7 +231,6 @@ class TC_GAME_API SmartAI : public CreatureAI
uint32 mInvincibilityHpLevel;
uint32 mDespawnTime;
uint32 mRespawnTime;
uint32 mDespawnState;
// Vehicle conditions

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@@ -1043,22 +1043,18 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
case SMART_ACTION_FORCE_DESPAWN:
{
// there should be at least a world update tick before despawn, to avoid breaking linked actions
int32 const respawnDelay = std::max<int32>(e.action.forceDespawn.delay, 1);
Milliseconds despawnDelay(e.action.forceDespawn.delay);
if (despawnDelay <= 0ms)
despawnDelay = 1ms;
Seconds forceRespawnTimer(e.action.forceDespawn.forceRespawnTimer);
for (WorldObject* target : targets)
{
if (Creature* creature = target->ToCreature())
{
if (SmartAI* smartAI = CAST_AI(SmartAI, creature->AI()))
{
smartAI->SetDespawnTime(respawnDelay);
smartAI->StartDespawn();
}
else
creature->DespawnOrUnsummon(respawnDelay);
}
creature->DespawnOrUnsummon(despawnDelay, forceRespawnTimer);
else if (GameObject* goTarget = target->ToGameObject())
goTarget->DespawnOrUnsummon(Milliseconds(respawnDelay));
goTarget->DespawnOrUnsummon(despawnDelay, forceRespawnTimer);
}
break;
}

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@@ -810,7 +810,7 @@ struct SmartAction
struct
{
uint32 delay;
uint32 respawn;
uint32 forceRespawnTimer;
} forceDespawn;
struct

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@@ -524,7 +524,7 @@ void GameObject::Update(uint32 diff)
if (m_despawnDelay > diff)
m_despawnDelay -= diff;
else
DespawnOrUnsummon();
DespawnOrUnsummon(0ms, m_despawnRespawnTime);
}
switch (m_lootState)
@@ -954,17 +954,21 @@ void GameObject::AddUniqueUse(Player* player)
m_unique_users.insert(player->GetGUID());
}
void GameObject::DespawnOrUnsummon(Milliseconds const& delay)
void GameObject::DespawnOrUnsummon(Milliseconds const& delay, Seconds const& forceRespawnTime)
{
if (delay > Milliseconds::zero())
if (delay > 0ms)
{
if (!m_despawnDelay || m_despawnDelay > delay.count())
{
m_despawnDelay = delay.count();
m_despawnRespawnTime = forceRespawnTime;
}
}
else
{
if (m_goData && m_respawnDelayTime)
SaveRespawnTime(m_respawnDelayTime);
uint32 const respawnDelay = (forceRespawnTime > 0s) ? forceRespawnTime.count() : m_respawnDelayTime;
if (m_goData && respawnDelay)
SaveRespawnTime(respawnDelay);
Delete();
}
}

View File

@@ -164,7 +164,7 @@ class TC_GAME_API GameObject : public WorldObject, public GridObject<GameObject>
void SetSpawnedByDefault(bool b) { m_spawnedByDefault = b; }
uint32 GetRespawnDelay() const { return m_respawnDelayTime; }
void Refresh();
void DespawnOrUnsummon(Milliseconds const& delay = 0ms);
void DespawnOrUnsummon(Milliseconds const& delay = 0ms, Seconds const& forceRespawnTime = 0s);
void Delete();
void SendGameObjectDespawn();
void getFishLoot(Loot* loot, Player* loot_owner);
@@ -318,6 +318,7 @@ class TC_GAME_API GameObject : public WorldObject, public GridObject<GameObject>
time_t m_respawnTime; // (secs) time of next respawn (or despawn if GO have owner()),
uint32 m_respawnDelayTime; // (secs) if 0 then current GO state no dependent from timer
uint32 m_despawnDelay;
Seconds m_despawnRespawnTime; // override respawn time after delayed despawn
LootState m_lootState;
ObjectGuid m_lootStateUnitGUID; // GUID of the unit passed with SetLootState(LootState, Unit*)
bool m_spawnedByDefault;