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https://github.com/TrinityCore/TrinityCore.git
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*Massive cleanup (\n\n -> \n, *\n -> \n, cleanup for(...) to for (...), and some other cleanups by hand)
*Fix a possible crash in Spell::DoAllEffectOnTarget --HG-- branch : trunk
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@@ -17,32 +17,26 @@
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "GuardAI.h"
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#include "Errors.h"
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#include "Player.h"
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#include "ObjectAccessor.h"
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#include "World.h"
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#include "CreatureAIImpl.h"
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int GuardAI::Permissible(const Creature *creature)
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{
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if( creature->isGuard())
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return PERMIT_BASE_SPECIAL;
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return PERMIT_BASE_NO;
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}
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GuardAI::GuardAI(Creature *c) : CreatureAI(c), i_victimGuid(0), i_state(STATE_NORMAL), i_tracker(TIME_INTERVAL_LOOK)
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{
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}
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void GuardAI::MoveInLineOfSight(Unit *u)
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{
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// Ignore Z for flying creatures
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if ( !m_creature->canFly() && m_creature->GetDistanceZ(u) > CREATURE_Z_ATTACK_RANGE )
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return;
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if( !m_creature->getVictim() && m_creature->canAttack(u) &&
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( u->IsHostileToPlayers() || m_creature->IsHostileTo(u) /*|| u->getVictim() && m_creature->IsFriendlyTo(u->getVictim())*/ ) &&
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u->isInAccessiblePlaceFor(m_creature))
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@@ -56,24 +50,19 @@ void GuardAI::MoveInLineOfSight(Unit *u)
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}
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}
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}
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void GuardAI::EnterEvadeMode()
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{
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if( !m_creature->isAlive() )
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{
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DEBUG_LOG("Creature stopped attacking because he's dead [guid=%u]", m_creature->GetGUIDLow());
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m_creature->GetMotionMaster()->MoveIdle();
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i_state = STATE_NORMAL;
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i_victimGuid = 0;
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m_creature->CombatStop(true);
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m_creature->DeleteThreatList();
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return;
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}
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Unit* victim = ObjectAccessor::GetUnit(*m_creature, i_victimGuid );
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if( !victim )
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{
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DEBUG_LOG("Creature stopped attacking because victim is non exist [guid=%u]", m_creature->GetGUIDLow());
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@@ -94,26 +83,21 @@ void GuardAI::EnterEvadeMode()
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{
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DEBUG_LOG("Creature stopped attacking because victim outran him [guid=%u]", m_creature->GetGUIDLow());
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}
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m_creature->RemoveAllAuras();
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m_creature->DeleteThreatList();
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i_victimGuid = 0;
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m_creature->CombatStop(true);
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i_state = STATE_NORMAL;
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// Remove TargetedMovementGenerator from MotionMaster stack list, and add HomeMovementGenerator instead
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if( m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE )
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m_creature->GetMotionMaster()->MoveTargetedHome();
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}
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void GuardAI::UpdateAI(const uint32 /*diff*/)
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{
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// update i_victimGuid if m_creature->getVictim() !=0 and changed
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if(!UpdateVictim())
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return;
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i_victimGuid = m_creature->getVictim()->GetGUID();
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if( m_creature->isAttackReady() )
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{
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if( m_creature->IsWithinMeleeRange(m_creature->getVictim()))
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@@ -123,17 +107,14 @@ void GuardAI::UpdateAI(const uint32 /*diff*/)
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}
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}
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}
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bool GuardAI::IsVisible(Unit *pl) const
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{
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return m_creature->IsWithinDist(pl,sWorld.getConfig(CONFIG_SIGHT_GUARDER))
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&& pl->isVisibleForOrDetect(m_creature,true);
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}
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void GuardAI::JustDied(Unit *killer)
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{
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if(Player* pkiller = killer->GetCharmerOrOwnerPlayerOrPlayerItself())
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m_creature->SendZoneUnderAttackMessage(pkiller);
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}
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