Revert "[3.3.5][master] Core/Movement: Smooth movement #13467 (#18020)"

This reverts commit 05fb27dae4.

(cherrypicked from a3c6880579)
This commit is contained in:
Riztazz
2016-11-25 00:31:10 +01:00
committed by Shauren
parent 7d60b9a289
commit 2caec4f4d2
15 changed files with 620 additions and 576 deletions

View File

@@ -31,8 +31,6 @@ EndScriptData */
#include "MotionMaster.h"
#include "ObjectAccessor.h"
#include "Player.h"
#include "WaypointDefines.h"
#include "WaypointMovementGenerator.h"
enum Points
{
@@ -41,11 +39,10 @@ enum Points
};
npc_escortAI::npc_escortAI(Creature* creature) : ScriptedAI(creature),
m_uiWPWaitTimer(1000),
m_uiPlayerCheckTimer(0),
m_uiWPWaitTimer(2500),
m_uiPlayerCheckTimer(1000),
m_uiEscortState(STATE_ESCORT_NONE),
MaxPlayerDistance(DEFAULT_MAX_PLAYER_DISTANCE),
LastWP(0),
m_pQuestForEscort(NULL),
m_bIsActiveAttacker(true),
m_bIsRunning(false),
@@ -54,11 +51,24 @@ npc_escortAI::npc_escortAI(Creature* creature) : ScriptedAI(creature),
DespawnAtEnd(true),
DespawnAtFar(true),
ScriptWP(false),
HasImmuneToNPCFlags(false),
m_bStarted(false),
m_bEnded(false)
HasImmuneToNPCFlags(false)
{ }
void npc_escortAI::AttackStart(Unit* who)
{
if (!who)
return;
if (me->Attack(who, true))
{
if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == POINT_MOTION_TYPE)
me->GetMotionMaster()->MovementExpired();
if (IsCombatMovementAllowed())
me->GetMotionMaster()->MoveChase(who);
}
}
Player* npc_escortAI::GetPlayerForEscort()
{
return ObjectAccessor::GetPlayer(*me, m_uiPlayerGUID);
@@ -104,15 +114,38 @@ bool npc_escortAI::AssistPlayerInCombatAgainst(Unit* who)
void npc_escortAI::MoveInLineOfSight(Unit* who)
{
if (me->GetVictim())
return;
if (me->HasReactState(REACT_AGGRESSIVE) && !me->HasUnitState(UNIT_STATE_STUNNED) && who->isTargetableForAttack() && who->isInAccessiblePlaceFor(me))
{
if (HasEscortState(STATE_ESCORT_ESCORTING) && AssistPlayerInCombatAgainst(who))
return;
if (me->CanStartAttack(who, false))
AttackStart(who);
if (!me->CanFly() && me->GetDistanceZ(who) > CREATURE_Z_ATTACK_RANGE)
return;
if (me->IsHostileTo(who))
{
float fAttackRadius = me->GetAttackDistance(who);
if (me->IsWithinDistInMap(who, fAttackRadius) && me->IsWithinLOSInMap(who))
{
if (!me->GetVictim())
{
// Clear distracted state on combat
if (me->HasUnitState(UNIT_STATE_DISTRACTED))
{
me->ClearUnitState(UNIT_STATE_DISTRACTED);
me->GetMotionMaster()->Clear();
}
AttackStart(who);
}
else if (me->GetMap()->IsDungeon())
{
who->SetInCombatWith(me);
me->AddThreat(who, 0.0f);
}
}
}
}
}
void npc_escortAI::JustDied(Unit* /*killer*/)
@@ -136,13 +169,13 @@ void npc_escortAI::JustDied(Unit* /*killer*/)
void npc_escortAI::JustRespawned()
{
RemoveEscortState(STATE_ESCORT_ESCORTING | STATE_ESCORT_RETURNING | STATE_ESCORT_PAUSED);
m_uiEscortState = STATE_ESCORT_NONE;
if (!IsCombatMovementAllowed())
SetCombatMovement(true);
//add a small delay before going to first waypoint, normal in near all cases
m_uiWPWaitTimer = 1000;
m_uiWPWaitTimer = 2500;
if (me->getFaction() != me->GetCreatureTemplate()->faction)
me->RestoreFaction();
@@ -152,7 +185,6 @@ void npc_escortAI::JustRespawned()
void npc_escortAI::ReturnToLastPoint()
{
me->SetWalk(false);
float x, y, z, o;
me->GetHomePosition(x, y, z, o);
me->GetMotionMaster()->MovePoint(POINT_LAST_POINT, x, y, z);
@@ -200,57 +232,57 @@ bool npc_escortAI::IsPlayerOrGroupInRange()
void npc_escortAI::UpdateAI(uint32 diff)
{
//Waypoint Updating
if (HasEscortState(STATE_ESCORT_ESCORTING) && !me->GetVictim() && m_uiWPWaitTimer && !HasEscortState(STATE_ESCORT_RETURNING))
{
if (m_uiWPWaitTimer <= diff)
{
if (!HasEscortState(STATE_ESCORT_PAUSED))
//End of the line
if (CurrentWP == WaypointList.end())
{
m_uiWPWaitTimer = 0;
if (m_bEnded)
if (DespawnAtEnd)
{
me->StopMoving();
me->GetMotionMaster()->Clear(false);
me->GetMotionMaster()->MoveIdle();
TC_LOG_DEBUG("scripts", "EscortAI reached end of waypoints");
m_bEnded = false;
if (DespawnAtEnd)
if (m_bCanReturnToStart)
{
TC_LOG_DEBUG("scripts", "EscortAI reached end of waypoints");
float fRetX, fRetY, fRetZ;
me->GetRespawnPosition(fRetX, fRetY, fRetZ);
if (m_bCanReturnToStart)
{
float fRetX, fRetY, fRetZ;
me->GetRespawnPosition(fRetX, fRetY, fRetZ);
me->GetMotionMaster()->MovePoint(POINT_HOME, fRetX, fRetY, fRetZ);
me->GetMotionMaster()->MovePoint(POINT_HOME, fRetX, fRetY, fRetZ);
m_uiWPWaitTimer = 0;
TC_LOG_DEBUG("scripts", "EscortAI are returning home to spawn location: %u, %f, %f, %f", POINT_HOME, fRetX, fRetY, fRetZ);
}
else if (m_bCanInstantRespawn)
{
me->setDeathState(JUST_DIED);
me->Respawn();
}
else
me->DespawnOrUnsummon();
TC_LOG_DEBUG("scripts", "EscortAI are returning home to spawn location: %u, %f, %f, %f", POINT_HOME, fRetX, fRetY, fRetZ);
return;
}
if (m_bCanInstantRespawn)
{
me->setDeathState(JUST_DIED);
me->Respawn();
}
else
TC_LOG_DEBUG("scripts", "EscortAI reached end of waypoints with Despawn off");
me->DespawnOrUnsummon();
RemoveEscortState(STATE_ESCORT_ESCORTING);
return;
}
if (!m_bStarted)
else
{
m_bStarted = true;
me->GetMotionMaster()->MovePath(_path, false);
TC_LOG_DEBUG("scripts", "EscortAI reached end of waypoints with Despawn off");
return;
}
else if (WaypointMovementGenerator<Creature>* move = dynamic_cast<WaypointMovementGenerator<Creature>*>(me->GetMotionMaster()->top()))
WaypointStart(move->GetCurrentNode());
}
if (!HasEscortState(STATE_ESCORT_PAUSED))
{
me->GetMotionMaster()->MovePoint(CurrentWP->id, CurrentWP->x, CurrentWP->y, CurrentWP->z);
TC_LOG_DEBUG("scripts", "EscortAI start waypoint %u (%f, %f, %f).", CurrentWP->id, CurrentWP->x, CurrentWP->y, CurrentWP->z);
WaypointStart(CurrentWP->id);
m_uiWPWaitTimer = 0;
}
}
else
@@ -260,11 +292,12 @@ void npc_escortAI::UpdateAI(uint32 diff)
//Check if player or any member of his group is within range
if (HasEscortState(STATE_ESCORT_ESCORTING) && !m_uiPlayerGUID.IsEmpty() && !me->GetVictim() && !HasEscortState(STATE_ESCORT_RETURNING))
{
m_uiPlayerCheckTimer += diff;
if (m_uiPlayerCheckTimer > 1000)
if (m_uiPlayerCheckTimer <= diff)
{
if (DespawnAtFar && !IsPlayerOrGroupInRange())
{
TC_LOG_DEBUG("scripts", "EscortAI failed because player/group was to far away or not found");
if (m_bCanInstantRespawn)
{
me->setDeathState(JUST_DIED);
@@ -276,8 +309,10 @@ void npc_escortAI::UpdateAI(uint32 diff)
return;
}
m_uiPlayerCheckTimer = 0;
m_uiPlayerCheckTimer = 1000;
}
else
m_uiPlayerCheckTimer -= diff;
}
UpdateEscortAI(diff);
@@ -293,63 +328,44 @@ void npc_escortAI::UpdateEscortAI(uint32 /*diff*/)
void npc_escortAI::MovementInform(uint32 moveType, uint32 pointId)
{
// no action allowed if there is no escort
if (!HasEscortState(STATE_ESCORT_ESCORTING))
if (moveType != POINT_MOTION_TYPE || !HasEscortState(STATE_ESCORT_ESCORTING))
return;
if (moveType == POINT_MOTION_TYPE)
//Combat start position reached, continue waypoint movement
if (pointId == POINT_LAST_POINT)
{
TC_LOG_DEBUG("scripts", "EscortAI has returned to original position before combat");
me->SetWalk(!m_bIsRunning);
RemoveEscortState(STATE_ESCORT_RETURNING);
if (!m_uiWPWaitTimer)
m_uiWPWaitTimer = 1;
//Combat start position reached, continue waypoint movement
if (pointId == POINT_LAST_POINT)
{
TC_LOG_DEBUG("scripts", "EscortAI has returned to original position before combat");
me->SetWalk(!m_bIsRunning);
RemoveEscortState(STATE_ESCORT_RETURNING);
}
else if (pointId == POINT_HOME)
{
TC_LOG_DEBUG("scripts", "EscortAI has returned to original home location and will continue from beginning of waypoint list.");
m_bStarted = false;
}
}
else if (moveType == WAYPOINT_MOTION_TYPE)
else if (pointId == POINT_HOME)
{
//Call WP function
WaypointReached(pointId);
TC_LOG_DEBUG("scripts", "EscortAI has returned to original home location and will continue from beginning of waypoint list.");
//End of the line
if (LastWP && LastWP == pointId)
CurrentWP = WaypointList.begin();
m_uiWPWaitTimer = 1;
}
else
{
//Make sure that we are still on the right waypoint
if (CurrentWP->id != pointId)
{
LastWP = 0;
m_bStarted = false;
m_bEnded = true;
m_uiWPWaitTimer = 50;
TC_LOG_ERROR("misc", "TSCR ERROR: EscortAI reached waypoint out of order %u, expected %u, creature entry %u", pointId, CurrentWP->id, me->GetEntry());
return;
}
TC_LOG_DEBUG("scripts", "EscortAI Waypoint %u reached", pointId);
TC_LOG_DEBUG("scripts", "EscortAI Waypoint %u reached", CurrentWP->id);
WaypointMovementGenerator<Creature>* move = dynamic_cast<WaypointMovementGenerator<Creature>*>(me->GetMotionMaster()->top());
//Call WP function
WaypointReached(CurrentWP->id);
if (move)
m_uiWPWaitTimer = move->GetTrackerTimer().GetExpiry();
m_uiWPWaitTimer = CurrentWP->WaitTimeMs + 1;
//Call WP start function
if (!m_uiWPWaitTimer && !HasEscortState(STATE_ESCORT_PAUSED) && move)
WaypointStart(move->GetCurrentNode());
if (m_bIsRunning)
me->SetWalk(false);
else
me->SetWalk(true);
++CurrentWP;
}
}
@@ -374,24 +390,9 @@ void npc_escortAI::OnPossess(bool apply)
void npc_escortAI::AddWaypoint(uint32 id, float x, float y, float z, uint32 waitTime)
{
Trinity::NormalizeMapCoord(x);
Trinity::NormalizeMapCoord(y);
Escort_Waypoint t(id, x, y, z, waitTime);
WaypointNode wp;
wp.id = id;
wp.x = x;
wp.y = y;
wp.z = z;
wp.orientation = 0.f;
wp.moveType = m_bIsRunning ? WAYPOINT_MOVE_TYPE_RUN : WAYPOINT_MOVE_TYPE_WALK;
wp.delay = waitTime;
wp.eventId = 0;
wp.eventChance = 100;
_path.nodes.push_back(std::move(wp));
LastWP = id;
WaypointList.push_back(t);
// i think SD2 no longer uses this function
ScriptWP = true;
@@ -411,30 +412,10 @@ void npc_escortAI::FillPointMovementListForCreature()
if (!movePoints)
return;
LastWP = movePoints->back().uiPointId;
for (const ScriptPointMove &point : *movePoints)
for (ScriptPointVector::const_iterator itr = movePoints->begin(); itr != movePoints->end(); ++itr)
{
WaypointNode wp;
float x = point.fX;
float y = point.fY;
float z = point.fZ;
Trinity::NormalizeMapCoord(x);
Trinity::NormalizeMapCoord(y);
wp.id = point.uiPointId;
wp.x = x;
wp.y = y;
wp.z = z;
wp.orientation = 0.f;
wp.moveType = m_bIsRunning ? WAYPOINT_MOVE_TYPE_RUN : WAYPOINT_MOVE_TYPE_WALK;
wp.delay = point.uiWaitTime;
wp.eventId = 0;
wp.eventChance = 100;
_path.nodes.push_back(std::move(wp));
Escort_Waypoint point(itr->uiPointId, itr->fX, itr->fY, itr->fZ, itr->uiWaitTime);
WaypointList.push_back(point);
}
}
@@ -473,6 +454,20 @@ void npc_escortAI::Start(bool isActiveAttacker /* = true*/, bool run /* = false
return;
}
if (!ScriptWP && resetWaypoints) // sd2 never adds wp in script, but tc does
{
if (!WaypointList.empty())
WaypointList.clear();
FillPointMovementListForCreature();
}
if (WaypointList.empty())
{
TC_LOG_ERROR("scripts", "EscortAI (script: %s, creature entry: %u) starts with 0 waypoints (possible missing entry in script_waypoint. Quest: %u).",
me->GetScriptName().c_str(), me->GetEntry(), quest ? quest->GetQuestId() : 0);
return;
}
//set variables
m_bIsActiveAttacker = isActiveAttacker;
m_bIsRunning = run;
@@ -483,16 +478,12 @@ void npc_escortAI::Start(bool isActiveAttacker /* = true*/, bool run /* = false
m_bCanInstantRespawn = instantRespawn;
m_bCanReturnToStart = canLoopPath;
if (!ScriptWP && resetWaypoints) // sd2 never adds wp in script, but tc does
FillPointMovementListForCreature();
if (m_bCanReturnToStart && m_bCanInstantRespawn)
TC_LOG_DEBUG("scripts", "EscortAI is set to return home after waypoint end and instant respawn at waypoint end. Creature will never despawn.");
if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == WAYPOINT_MOTION_TYPE)
{
me->StopMoving();
me->GetMotionMaster()->Clear(false);
me->GetMotionMaster()->MovementExpired();
me->GetMotionMaster()->MoveIdle();
TC_LOG_DEBUG("scripts", "EscortAI start with WAYPOINT_MOTION_TYPE, changed to MoveIdle.");
}
@@ -506,7 +497,9 @@ void npc_escortAI::Start(bool isActiveAttacker /* = true*/, bool run /* = false
me->RemoveUnitFlag(UNIT_FLAG_IMMUNE_TO_NPC);
}
TC_LOG_DEBUG("scripts", "EscortAI started. ActiveAttacker = %d, Run = %d, PlayerGUID = %s", uint32(m_bIsActiveAttacker), uint32(m_bIsRunning), m_uiPlayerGUID.ToString().c_str());
TC_LOG_DEBUG("scripts", "EscortAI started with " UI64FMTD " waypoints. ActiveAttacker = %d, Run = %d, %s", uint64(WaypointList.size()), m_bIsActiveAttacker, m_bIsRunning, m_uiPlayerGUID.ToString().c_str());
CurrentWP = WaypointList.begin();
//Set initial speed
if (m_bIsRunning)
@@ -514,8 +507,6 @@ void npc_escortAI::Start(bool isActiveAttacker /* = true*/, bool run /* = false
else
me->SetWalk(true);
m_bStarted = false;
AddEscortState(STATE_ESCORT_ESCORTING);
}
@@ -525,14 +516,73 @@ void npc_escortAI::SetEscortPaused(bool on)
return;
if (on)
{
AddEscortState(STATE_ESCORT_PAUSED);
me->StopMoving();
}
else
{
RemoveEscortState(STATE_ESCORT_PAUSED);
if (WaypointMovementGenerator<Creature>* move = dynamic_cast<WaypointMovementGenerator<Creature>*>(me->GetMotionMaster()->top()))
move->GetTrackerTimer().Reset(1);
}
}
bool npc_escortAI::SetNextWaypoint(uint32 pointId, float x, float y, float z, float orientation)
{
me->UpdatePosition(x, y, z, orientation);
return SetNextWaypoint(pointId, false, true);
}
bool npc_escortAI::SetNextWaypoint(uint32 pointId, bool setPosition, bool resetWaypointsOnFail)
{
if (!WaypointList.empty())
WaypointList.clear();
FillPointMovementListForCreature();
if (WaypointList.empty())
return false;
size_t const size = WaypointList.size();
Escort_Waypoint waypoint(0, 0, 0, 0, 0);
do
{
waypoint = WaypointList.front();
WaypointList.pop_front();
if (waypoint.id == pointId)
{
if (setPosition)
me->UpdatePosition(waypoint.x, waypoint.y, waypoint.z, me->GetOrientation());
CurrentWP = WaypointList.begin();
return true;
}
}
while (!WaypointList.empty());
// we failed.
// we reset the waypoints in the start; if we pulled any, reset it again
if (resetWaypointsOnFail && size != WaypointList.size())
{
if (!WaypointList.empty())
WaypointList.clear();
FillPointMovementListForCreature();
}
return false;
}
bool npc_escortAI::GetWaypointPosition(uint32 pointId, float& x, float& y, float& z)
{
ScriptPointVector const* waypoints = sScriptSystemMgr->GetPointMoveList(me->GetEntry());
if (!waypoints)
return false;
for (ScriptPointVector::const_iterator itr = waypoints->begin(); itr != waypoints->end(); ++itr)
{
if (itr->uiPointId == pointId)
{
x = itr->fX;
y = itr->fY;
z = itr->fZ;
return true;
}
}
return false;
}

View File

@@ -21,12 +21,29 @@
#include "ScriptedCreature.h"
#include "ScriptSystem.h"
#include "WaypointDefines.h"
class Quest;
#define DEFAULT_MAX_PLAYER_DISTANCE 50
struct Escort_Waypoint
{
Escort_Waypoint(uint32 _id, float _x, float _y, float _z, uint32 _w)
{
id = _id;
x = _x;
y = _y;
z = _z;
WaitTimeMs = _w;
}
uint32 id;
float x;
float y;
float z;
uint32 WaitTimeMs;
};
enum eEscortState
{
STATE_ESCORT_NONE = 0x000, //nothing in progress
@@ -42,6 +59,7 @@ struct TC_GAME_API npc_escortAI : public ScriptedAI
~npc_escortAI() { }
// CreatureAI functions
void AttackStart(Unit* who) override;
void MoveInLineOfSight(Unit* who) override;
@@ -61,6 +79,15 @@ struct TC_GAME_API npc_escortAI : public ScriptedAI
// EscortAI functions
void AddWaypoint(uint32 id, float x, float y, float z, uint32 waitTime = 0); // waitTime is in ms
//this will set the current position to x/y/z/o, and the current WP to pointId.
bool SetNextWaypoint(uint32 pointId, float x, float y, float z, float orientation);
//this will set the current position to WP start position (if setPosition == true),
//and the current WP to pointId
bool SetNextWaypoint(uint32 pointId, bool setPosition = true, bool resetWaypointsOnFail = true);
bool GetWaypointPosition(uint32 pointId, float& x, float& y, float& z);
virtual void WaypointReached(uint32 pointId) = 0;
virtual void WaypointStart(uint32 /*pointId*/) { }
@@ -80,7 +107,6 @@ struct TC_GAME_API npc_escortAI : public ScriptedAI
bool GetAttack() const { return m_bIsActiveAttacker; }//used in EnterEvadeMode override
void SetCanAttack(bool attack) { m_bIsActiveAttacker = attack; }
ObjectGuid GetEventStarterGUID() const { return m_uiPlayerGUID; }
void SetWaitTimer(uint32 Timer) { m_uiWPWaitTimer = Timer; }
protected:
Player* GetPlayerForEscort();
@@ -98,12 +124,12 @@ struct TC_GAME_API npc_escortAI : public ScriptedAI
uint32 m_uiPlayerCheckTimer;
uint32 m_uiEscortState;
float MaxPlayerDistance;
uint32 LastWP;
WaypointPath _path;
Quest const* m_pQuestForEscort; //generally passed in Start() when regular escort script.
std::list<Escort_Waypoint> WaypointList;
std::list<Escort_Waypoint>::iterator CurrentWP;
bool m_bIsActiveAttacker; //obsolete, determined by faction.
bool m_bIsRunning; //all creatures are walking by default (has flag MOVEMENTFLAG_WALK)
bool m_bCanInstantRespawn; //if creature should respawn instantly after escort over (if not, database respawntime are used)
@@ -112,7 +138,5 @@ struct TC_GAME_API npc_escortAI : public ScriptedAI
bool DespawnAtFar;
bool ScriptWP;
bool HasImmuneToNPCFlags;
bool m_bStarted;
bool m_bEnded;
};
#endif

View File

@@ -26,31 +26,33 @@
#include "PetDefines.h"
#include "Player.h"
#include "ScriptMgr.h"
#include "WaypointMovementGenerator.h"
SmartAI::SmartAI(Creature* c) : CreatureAI(c)
{
mIsCharmed = false;
// copy script to local (protection for table reload)
mWayPoints = nullptr;
mEscortState = SMART_ESCORT_NONE;
mCurrentWPID = 0;//first wp id is 1 !!
mWPReached = false;
mWPPauseTimer = 0;
mOOCReached = false;
mEscortNPCFlags = 0;
mLastWP = nullptr;
mCanRepeatPath = false;
// Spawn in run mode
mRun = true;
m_Ended = false;
// spawn in run mode
me->SetWalk(false);
mRun = false;
mEvadeDisabled = false;
mLastOOCPos = me->GetPosition();
mCanAutoAttack = true;
mCanCombatMove = true;
mForcedPaused = false;
mLastWPIDReached = 0;
mEscortQuestID = 0;
@@ -70,10 +72,6 @@ SmartAI::SmartAI(Creature* c) : CreatureAI(c)
mJustReset = false;
}
SmartAI::~SmartAI()
{
}
bool SmartAI::IsAIControlled() const
{
return !mIsCharmed;
@@ -97,79 +95,63 @@ void SmartAI::UpdateDespawn(const uint32 diff)
} else mDespawnTime -= diff;
}
void SmartAI::StartPath(bool run, uint32 path, bool repeat, Unit* invoker)
WayPoint* SmartAI::GetNextWayPoint()
{
if (!mWayPoints || mWayPoints->empty())
return nullptr;
mCurrentWPID++;
WPPath::const_iterator itr = mWayPoints->find(mCurrentWPID);
if (itr != mWayPoints->end())
{
mLastWP = (*itr).second;
if (mLastWP->id != mCurrentWPID)
{
TC_LOG_ERROR("misc", "SmartAI::GetNextWayPoint: Got not expected waypoint id %u, expected %u", mLastWP->id, mCurrentWPID);
}
return (*itr).second;
}
return nullptr;
}
void SmartAI::StartPath(bool run, uint32 path, bool repeat, Unit* /*invoker*/)
{
if (me->IsInCombat())// no wp movement in combat
{
TC_LOG_ERROR("misc", "SmartAI::StartPath: Creature entry %u wanted to start waypoint movement while in combat, ignoring.", me->GetEntry());
return;
}
if (HasEscortState(SMART_ESCORT_ESCORTING))
StopPath();
SetRun(run);
if (path)
if (!LoadPath(path))
return;
if (_path.nodes.empty())
if (!mWayPoints || mWayPoints->empty())
return;
mCurrentWPID = 1;
m_Ended = false;
// Do not use AddEscortState, removing everything from previous cycle
mEscortState = SMART_ESCORT_ESCORTING;
AddEscortState(SMART_ESCORT_ESCORTING);
mCanRepeatPath = repeat;
if (invoker && invoker->GetTypeId() == TYPEID_PLAYER)
SetRun(run);
if (WayPoint* wp = GetNextWayPoint())
{
mEscortNPCFlags = me->m_unitData->NpcFlags[0];
me->SetNpcFlags(UNIT_NPC_FLAG_NONE);
mLastOOCPos = me->GetPosition();
me->GetMotionMaster()->MovePoint(wp->id, wp->x, wp->y, wp->z);
GetScript()->ProcessEventsFor(SMART_EVENT_WAYPOINT_START, nullptr, wp->id, GetScript()->GetPathId());
}
GetScript()->ProcessEventsFor(SMART_EVENT_WAYPOINT_START, nullptr, mCurrentWPID, GetScript()->GetPathId());
me->GetMotionMaster()->MovePath(_path, mCanRepeatPath);
}
bool SmartAI::LoadPath(uint32 entry)
{
if (HasEscortState(SMART_ESCORT_ESCORTING))
return false;
WPPath const* path = sSmartWaypointMgr->GetPath(entry);
if (!path || path->empty())
mWayPoints = sSmartWaypointMgr->GetPath(entry);
if (!mWayPoints)
{
GetScript()->SetPathId(0);
return false;
}
for (WayPoint const &waypoint : *path)
{
float x = waypoint.x;
float y = waypoint.y;
float z = waypoint.z;
Trinity::NormalizeMapCoord(x);
Trinity::NormalizeMapCoord(y);
WaypointNode wp;
wp.id = waypoint.id;
wp.x = x;
wp.y = y;
wp.z = z;
wp.orientation = 0.f;
wp.moveType = mRun ? WAYPOINT_MOVE_TYPE_RUN : WAYPOINT_MOVE_TYPE_WALK;
wp.delay = 0;
wp.eventId = 0;
wp.eventChance = 100;
_path.nodes.push_back(std::move(wp));
}
GetScript()->SetPathId(entry);
return true;
}
@@ -178,22 +160,22 @@ void SmartAI::PausePath(uint32 delay, bool forced)
{
if (!HasEscortState(SMART_ESCORT_ESCORTING))
return;
if (HasEscortState(SMART_ESCORT_PAUSED))
{
TC_LOG_ERROR("misc", "SmartAI::PausePath: Creature entry %u wanted to pause waypoint (current waypoint: %u) movement while already paused, ignoring.", me->GetEntry(), mCurrentWPID);
TC_LOG_ERROR("misc", "SmartAI::PausePath: Creature entry %u wanted to pause waypoint movement while already paused, ignoring.", me->GetEntry());
return;
}
mForcedPaused = forced;
mLastOOCPos = me->GetPosition();
AddEscortState(SMART_ESCORT_PAUSED);
mWPPauseTimer = delay;
if (forced && !mWPReached)
if (forced)
{
mForcedPaused = forced;
SetRun(mRun);
me->StopMoving();
me->StopMoving();//force stop
me->GetMotionMaster()->MoveIdle();//force stop
}
GetScript()->ProcessEventsFor(SMART_EVENT_WAYPOINT_PAUSED, nullptr, mCurrentWPID, GetScript()->GetPathId());
GetScript()->ProcessEventsFor(SMART_EVENT_WAYPOINT_PAUSED, nullptr, mLastWP->id, GetScript()->GetPathId());
}
void SmartAI::StopPath(uint32 DespawnTime, uint32 quest, bool fail)
@@ -203,28 +185,33 @@ void SmartAI::StopPath(uint32 DespawnTime, uint32 quest, bool fail)
if (quest)
mEscortQuestID = quest;
SetDespawnTime(DespawnTime);
//mDespawnTime = DespawnTime;
if (mDespawnState != 2)
SetDespawnTime(DespawnTime);
me->StopMoving();
me->GetMotionMaster()->MovementExpired(false);
mLastOOCPos = me->GetPosition();
me->StopMoving();//force stop
me->GetMotionMaster()->MoveIdle();
GetScript()->ProcessEventsFor(SMART_EVENT_WAYPOINT_STOPPED, nullptr, mCurrentWPID, GetScript()->GetPathId());
GetScript()->ProcessEventsFor(SMART_EVENT_WAYPOINT_STOPPED, nullptr, mLastWP->id, GetScript()->GetPathId());
EndPath(fail);
}
void SmartAI::EndPath(bool fail)
{
RemoveEscortState(SMART_ESCORT_ESCORTING | SMART_ESCORT_PAUSED | SMART_ESCORT_RETURNING);
_path.nodes.clear();
mWPPauseTimer = 0;
GetScript()->ProcessEventsFor(SMART_EVENT_WAYPOINT_ENDED, nullptr, mLastWP->id, GetScript()->GetPathId());
if (mEscortNPCFlags)
RemoveEscortState(SMART_ESCORT_ESCORTING | SMART_ESCORT_PAUSED | SMART_ESCORT_RETURNING);
mWayPoints = nullptr;
mCurrentWPID = 0;
mWPPauseTimer = 0;
mLastWP = nullptr;
if (mCanRepeatPath)
{
me->SetNpcFlags(NPCFlags(mEscortNPCFlags));
mEscortNPCFlags = 0;
if (IsAIControlled())
StartPath(mRun, GetScript()->GetPathId(), true);
}
else
GetScript()->SetPathId(0);
ObjectList* targets = GetScript()->GetTargetList(SMART_ESCORT_TARGETS);
if (targets && mEscortQuestID)
@@ -268,36 +255,15 @@ void SmartAI::EndPath(bool fail)
}
}
}
// End Path events should be only processed if it was SUCCESSFUL stop or stop called by SMART_ACTION_WAYPOINT_STOP
if (fail)
return;
GetScript()->ProcessEventsFor(SMART_EVENT_WAYPOINT_ENDED, nullptr, mCurrentWPID, GetScript()->GetPathId());
if (mCanRepeatPath)
{
if (IsAIControlled())
StartPath(mRun, GetScript()->GetPathId(), mCanRepeatPath);
}
else
GetScript()->SetPathId(0);
if (mDespawnState == 1)
StartDespawn();
}
void SmartAI::ResumePath()
{
GetScript()->ProcessEventsFor(SMART_EVENT_WAYPOINT_RESUMED, NULL, mCurrentWPID, GetScript()->GetPathId());
RemoveEscortState(SMART_ESCORT_PAUSED);
mForcedPaused = false;
mWPReached = false;
mWPPauseTimer = 0;
SetRun(mRun);
if (WaypointMovementGenerator<Creature>* move = dynamic_cast<WaypointMovementGenerator<Creature>*>(me->GetMotionMaster()->top()))
move->GetTrackerTimer().Reset(1);
if (mLastWP)
me->GetMotionMaster()->MovePoint(mLastWP->id, mLastWP->x, mLastWP->y, mLastWP->z);
}
void SmartAI::ReturnToLastOOCPos()
@@ -305,61 +271,69 @@ void SmartAI::ReturnToLastOOCPos()
if (!IsAIControlled())
return;
me->SetWalk(false);
float x, y, z, o;
me->GetHomePosition(x, y, z, o);
me->GetMotionMaster()->MovePoint(SMART_ESCORT_LAST_OOC_POINT, x, y, z);
SetRun(mRun);
me->GetMotionMaster()->MovePoint(SMART_ESCORT_LAST_OOC_POINT, mLastOOCPos);
}
void SmartAI::UpdatePath(const uint32 diff)
{
if (!HasEscortState(SMART_ESCORT_ESCORTING))
return;
if (mEscortInvokerCheckTimer < diff)
{
if (!IsEscortInvokerInRange())
{
StopPath(0, mEscortQuestID, true);
// allow to properly hook out of range despawn action, which in most cases should perform the same operation as dying
GetScript()->ProcessEventsFor(SMART_EVENT_DEATH, me);
me->DespawnOrUnsummon(1);
return;
StopPath(mDespawnTime, mEscortQuestID, true);
}
mEscortInvokerCheckTimer = 1000;
}
else
mEscortInvokerCheckTimer -= diff;
} else mEscortInvokerCheckTimer -= diff;
// handle pause
if (HasEscortState(SMART_ESCORT_PAUSED))
{
if (mWPPauseTimer <= diff)
if (mWPPauseTimer < diff)
{
if (!me->IsInCombat() && !HasEscortState(SMART_ESCORT_RETURNING) && (mWPReached || mForcedPaused))
if (!me->IsInCombat() && !HasEscortState(SMART_ESCORT_RETURNING) && (mWPReached || mLastWPIDReached == SMART_ESCORT_LAST_OOC_POINT || mForcedPaused))
{
ResumePath();
GetScript()->ProcessEventsFor(SMART_EVENT_WAYPOINT_RESUMED, nullptr, mLastWP->id, GetScript()->GetPathId());
RemoveEscortState(SMART_ESCORT_PAUSED);
if (mForcedPaused)// if paused between 2 wps resend movement
{
ResumePath();
mWPReached = false;
mForcedPaused = false;
}
if (mLastWPIDReached == SMART_ESCORT_LAST_OOC_POINT)
mWPReached = true;
}
}
else
mWPPauseTimer = 0;
} else {
mWPPauseTimer -= diff;
}
}
else if (m_Ended) // end path
{
m_Ended = false;
StopPath();
return;
}
if (HasEscortState(SMART_ESCORT_RETURNING))
{
if (mOOCReached)//reached OOC WP
if (mWPReached)//reached OOC WP
{
mOOCReached = false;
RemoveEscortState(SMART_ESCORT_RETURNING);
if (!HasEscortState(SMART_ESCORT_PAUSED))
ResumePath();
mWPReached = false;
}
}
if ((!me->HasReactState(REACT_PASSIVE) && me->IsInCombat()) || HasEscortState(SMART_ESCORT_PAUSED | SMART_ESCORT_RETURNING))
return;
// handle next wp
if (mWPReached)//reached WP
{
mWPReached = false;
if (mCurrentWPID == GetWPCount())
{
EndPath();
}
else if (WayPoint* wp = GetNextWayPoint())
{
SetRun(mRun);
me->GetMotionMaster()->MovePoint(wp->id, wp->x, wp->y, wp->z);
}
}
}
@@ -435,44 +409,22 @@ bool SmartAI::IsEscortInvokerInRange()
void SmartAI::MovepointReached(uint32 id)
{
// override the id, path can be resumed any time and counter will reset
// mCurrentWPID holds proper id
// both point movement and escort generator can enter this function
if (id == SMART_ESCORT_LAST_OOC_POINT)
{
mOOCReached = true;
return;
}
mCurrentWPID = id + 1; // in SmartAI increase by 1
if (id != SMART_ESCORT_LAST_OOC_POINT && mLastWPIDReached != id)
GetScript()->ProcessEventsFor(SMART_EVENT_WAYPOINT_REACHED, nullptr, id);
mLastWPIDReached = id;
mWPReached = true;
GetScript()->ProcessEventsFor(SMART_EVENT_WAYPOINT_REACHED, nullptr, mCurrentWPID, GetScript()->GetPathId());
if (HasEscortState(SMART_ESCORT_PAUSED))
me->StopMoving();
else if (HasEscortState(SMART_ESCORT_ESCORTING) && me->GetMotionMaster()->GetCurrentMovementGeneratorType() == WAYPOINT_MOTION_TYPE)
{
mWPReached = false;
if (mCurrentWPID == _path.nodes.size())
m_Ended = true;
else
SetRun(mRun);
}
}
void SmartAI::MovementInform(uint32 MovementType, uint32 Data)
{
if (MovementType == POINT_MOTION_TYPE && Data == SMART_ESCORT_LAST_OOC_POINT)
if ((MovementType == POINT_MOTION_TYPE && Data == SMART_ESCORT_LAST_OOC_POINT) || MovementType == FOLLOW_MOTION_TYPE)
me->ClearUnitState(UNIT_STATE_EVADE);
GetScript()->ProcessEventsFor(SMART_EVENT_MOVEMENTINFORM, nullptr, MovementType, Data);
if (!HasEscortState(SMART_ESCORT_ESCORTING))
if (MovementType != POINT_MOTION_TYPE || !HasEscortState(SMART_ESCORT_ESCORTING))
return;
if (MovementType == WAYPOINT_MOTION_TYPE || (MovementType == POINT_MOTION_TYPE && Data == SMART_ESCORT_LAST_OOC_POINT))
MovepointReached(Data);
MovepointReached(Data);
}
void SmartAI::EnterEvadeMode(EvadeReason /*why*/)
@@ -500,7 +452,6 @@ void SmartAI::EnterEvadeMode(EvadeReason /*why*/)
me->GetMotionMaster()->MoveFollow(target, mFollowDist, mFollowAngle);
// evade is not cleared in MoveFollow, so we can't keep it
me->ClearUnitState(UNIT_STATE_EVADE);
GetScript()->OnReset();
}
else if (Unit* owner = me->GetCharmerOrOwner())
{
@@ -510,8 +461,8 @@ void SmartAI::EnterEvadeMode(EvadeReason /*why*/)
else
me->GetMotionMaster()->MoveTargetedHome();
if (!me->HasUnitState(UNIT_STATE_EVADE))
GetScript()->OnReset();
if (!HasEscortState(SMART_ESCORT_ESCORTING)) //dont mess up escort movement after combat
SetRun(mRun);
}
void SmartAI::MoveInLineOfSight(Unit* who)
@@ -624,13 +575,24 @@ void SmartAI::EnterCombat(Unit* enemy)
me->InterruptNonMeleeSpells(false); // must be before ProcessEvents
GetScript()->ProcessEventsFor(SMART_EVENT_AGGRO, enemy);
if (!IsAIControlled())
return;
mLastOOCPos = me->GetPosition();
SetRun(mRun);
if (me->GetMotionMaster()->GetMotionSlotType(MOTION_SLOT_ACTIVE) == POINT_MOTION_TYPE)
me->GetMotionMaster()->MovementExpired();
}
void SmartAI::JustDied(Unit* killer)
{
GetScript()->ProcessEventsFor(SMART_EVENT_DEATH, killer);
if (HasEscortState(SMART_ESCORT_ESCORTING))
{
EndPath(true);
me->StopMoving();//force stop
me->GetMotionMaster()->MoveIdle();
}
}
void SmartAI::KilledUnit(Unit* victim)
@@ -645,26 +607,10 @@ void SmartAI::JustSummoned(Creature* creature)
void SmartAI::AttackStart(Unit* who)
{
// dont allow charmed npcs to act on their own
if (me->HasUnitFlag(UNIT_FLAG_PLAYER_CONTROLLED))
{
if (who && mCanAutoAttack)
me->Attack(who, true);
return;
}
if (who && me->Attack(who, me->IsWithinMeleeRange(who)))
{
if (mCanCombatMove)
{
SetRun(mRun);
MovementGeneratorType type = me->GetMotionMaster()->GetMotionSlotType(MOTION_SLOT_ACTIVE);
if (type == WAYPOINT_MOTION_TYPE || type == POINT_MOTION_TYPE)
me->StopMoving();
me->GetMotionMaster()->MoveChase(who);
}
}
}
@@ -832,7 +778,6 @@ void SmartAI::SetCombatMove(bool on)
{
if (mCanCombatMove == on)
return;
mCanCombatMove = on;
if (!IsAIControlled())
return;
@@ -849,9 +794,12 @@ void SmartAI::SetCombatMove(bool on)
}
else
{
if (me->HasUnitState(UNIT_STATE_CONFUSED_MOVE | UNIT_STATE_FLEEING_MOVE))
return;
me->GetMotionMaster()->MovementExpired();
me->GetMotionMaster()->Clear(true);
me->StopMoving();
if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == CHASE_MOTION_TYPE)
me->GetMotionMaster()->Clear(false);
me->GetMotionMaster()->MoveIdle();
}
}

View File

@@ -23,7 +23,8 @@
#include "GameObjectAI.h"
#include "Position.h"
#include "SmartScript.h"
#include "WaypointDefines.h"
struct WayPoint;
enum SmartEscortState
{
@@ -42,7 +43,7 @@ enum SmartEscortVars
class TC_GAME_API SmartAI : public CreatureAI
{
public:
~SmartAI();
~SmartAI(){ }
explicit SmartAI(Creature* c);
// Check whether we are currently permitted to make the creature take action
@@ -55,6 +56,7 @@ class TC_GAME_API SmartAI : public CreatureAI
void StopPath(uint32 DespawnTime = 0, uint32 quest = 0, bool fail = false);
void EndPath(bool fail = false);
void ResumePath();
WayPoint* GetNextWayPoint();
bool HasEscortState(uint32 uiEscortState) const { return (mEscortState & uiEscortState) != 0; }
void AddEscortState(uint32 uiEscortState) { mEscortState |= uiEscortState; }
void RemoveEscortState(uint32 uiEscortState) { mEscortState &= ~uiEscortState; }
@@ -207,13 +209,15 @@ class TC_GAME_API SmartAI : public CreatureAI
void ReturnToLastOOCPos();
void UpdatePath(const uint32 diff);
SmartScript mScript;
WPPath* mWayPoints;
uint32 mEscortState;
uint32 mCurrentWPID;
uint32 mLastWPIDReached;
bool mWPReached;
bool mOOCReached;
bool m_Ended;
uint32 mWPPauseTimer;
uint32 mEscortNPCFlags;
WayPoint* mLastWP;
Position mLastOOCPos;//set on enter combat
uint32 GetWPCount() const { return mWayPoints ? uint32(mWayPoints->size()) : 0; }
bool mCanRepeatPath;
bool mRun;
bool mEvadeDisabled;
@@ -223,7 +227,6 @@ class TC_GAME_API SmartAI : public CreatureAI
uint32 mInvincibilityHpLevel;
bool AssistPlayerInCombatAgainst(Unit* who);
WaypointPath _path;
uint32 mDespawnTime;
uint32 mRespawnTime;
uint32 mDespawnState;

View File

@@ -2533,6 +2533,64 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
sGameEventMgr->StartEvent(eventId, true);
break;
}
case SMART_ACTION_START_CLOSEST_WAYPOINT:
{
uint32 waypoints[SMART_ACTION_PARAM_COUNT];
waypoints[0] = e.action.closestWaypointFromList.wp1;
waypoints[1] = e.action.closestWaypointFromList.wp2;
waypoints[2] = e.action.closestWaypointFromList.wp3;
waypoints[3] = e.action.closestWaypointFromList.wp4;
waypoints[4] = e.action.closestWaypointFromList.wp5;
waypoints[5] = e.action.closestWaypointFromList.wp6;
float distanceToClosest = std::numeric_limits<float>::max();
WayPoint* closestWp = nullptr;
ObjectList* targets = GetTargets(e, unit);
if (targets)
{
for (ObjectList::iterator itr = targets->begin(); itr != targets->end(); ++itr)
{
if (Creature* target = (*itr)->ToCreature())
{
if (IsSmart(target))
{
for (uint8 i = 0; i < SMART_ACTION_PARAM_COUNT; i++)
{
if (!waypoints[i])
continue;
WPPath* path = sSmartWaypointMgr->GetPath(waypoints[i]);
if (!path || path->empty())
continue;
WPPath::const_iterator itrWp = path->find(0);
if (itrWp != path->end())
{
if (WayPoint* wp = itrWp->second)
{
float distToThisPath = target->GetDistance(wp->x, wp->y, wp->z);
if (distToThisPath < distanceToClosest)
{
distanceToClosest = distToThisPath;
closestWp = wp;
}
}
}
}
if (closestWp)
CAST_AI(SmartAI, target->AI())->StartPath(false, closestWp->id, true);
}
}
}
delete targets;
}
break;
}
case SMART_ACTION_RANDOM_SOUND:
{
std::vector<uint32> sounds;

View File

@@ -41,6 +41,14 @@ void SmartWaypointMgr::LoadFromDB()
{
uint32 oldMSTime = getMSTime();
for (std::unordered_map<uint32, WPPath*>::iterator itr = waypoint_map.begin(); itr != waypoint_map.end(); ++itr)
{
for (WPPath::iterator pathItr = itr->second->begin(); pathItr != itr->second->end(); ++pathItr)
delete pathItr->second;
delete itr->second;
}
waypoint_map.clear();
WorldDatabasePreparedStatement* stmt = WorldDatabase.GetPreparedStatement(WORLD_SEL_SMARTAI_WP);
@@ -68,10 +76,9 @@ void SmartWaypointMgr::LoadFromDB()
y = fields[3].GetFloat();
z = fields[4].GetFloat();
WPPath& path = waypoint_map[entry];
if (last_entry != entry)
{
waypoint_map[entry] = new WPPath();
last_id = 1;
count++;
}
@@ -80,14 +87,7 @@ void SmartWaypointMgr::LoadFromDB()
TC_LOG_ERROR("sql.sql", "SmartWaypointMgr::LoadFromDB: Path entry %u, unexpected point id %u, expected %u.", entry, id, last_id);
last_id++;
WayPoint point;
point.id = id;
point.x = x;
point.y = y;
point.z = z;
path.push_back(std::move(point));
(*waypoint_map[entry])[id] = new WayPoint(id, x, y, z);
last_entry = entry;
total++;
@@ -97,6 +97,17 @@ void SmartWaypointMgr::LoadFromDB()
TC_LOG_INFO("server.loading", ">> Loaded %u SmartAI waypoint paths (total %u waypoints) in %u ms", count, total, GetMSTimeDiffToNow(oldMSTime));
}
SmartWaypointMgr::~SmartWaypointMgr()
{
for (std::unordered_map<uint32, WPPath*>::iterator itr = waypoint_map.begin(); itr != waypoint_map.end(); ++itr)
{
for (WPPath::iterator pathItr = itr->second->begin(); pathItr != itr->second->end(); ++pathItr)
delete pathItr->second;
delete itr->second;
}
}
SmartAIMgr* SmartAIMgr::instance()
{
static SmartAIMgr instance;
@@ -1240,8 +1251,7 @@ bool SmartAIMgr::IsEventValid(SmartScriptHolder& e)
break;
case SMART_ACTION_WP_START:
{
WPPath const* path = sSmartWaypointMgr->GetPath(e.action.wpStart.pathID);
if (!path || path->empty())
if (!sSmartWaypointMgr->GetPath(e.action.wpStart.pathID))
{
TC_LOG_ERROR("sql.sql", "SmartAIMgr: Creature " SI64FMTD " Event %u Action %u uses non-existent WaypointPath id %u, skipped.", e.entryOrGuid, e.event_id, e.GetActionType(), e.action.wpStart.pathID);
return false;
@@ -1403,6 +1413,7 @@ bool SmartAIMgr::IsEventValid(SmartScriptHolder& e)
break;
}
case SMART_ACTION_START_CLOSEST_WAYPOINT:
case SMART_ACTION_FOLLOW:
case SMART_ACTION_SET_ORIENTATION:
case SMART_ACTION_STORE_TARGET_LIST:

View File

@@ -29,7 +29,13 @@ enum SpellEffIndex : uint8;
struct WayPoint
{
WayPoint() : id(0), x(0.0f), y(0.0f), z(0.0f) { }
WayPoint(uint32 _id, float _x, float _y, float _z)
{
id = _id;
x = _x;
y = _y;
z = _z;
}
uint32 id;
float x;
@@ -558,7 +564,7 @@ enum SMART_ACTION
SMART_ACTION_REMOVE_POWER = 110, // PowerType, newPower
SMART_ACTION_GAME_EVENT_STOP = 111, // GameEventId
SMART_ACTION_GAME_EVENT_START = 112, // GameEventId
// Not used = 113,
SMART_ACTION_START_CLOSEST_WAYPOINT = 113, // wp1, wp2, wp3, wp4, wp5, wp6, wp7
SMART_ACTION_MOVE_OFFSET = 114,
SMART_ACTION_RANDOM_SOUND = 115, // soundId1, soundId2, soundId3, soundId4, soundId5, onlySelf
SMART_ACTION_SET_CORPSE_DELAY = 116, // timer
@@ -1463,7 +1469,7 @@ struct SmartScriptHolder
operator bool() const { return entryOrGuid != 0; }
};
typedef std::vector<WayPoint> WPPath;
typedef std::unordered_map<uint32, WayPoint*> WPPath;
typedef std::list<WorldObject*> ObjectList;
@@ -1495,23 +1501,22 @@ class TC_GAME_API SmartWaypointMgr
{
private:
SmartWaypointMgr() { }
~SmartWaypointMgr() { }
~SmartWaypointMgr();
public:
static SmartWaypointMgr* instance();
void LoadFromDB();
WPPath const* GetPath(uint32 id)
WPPath* GetPath(uint32 id)
{
auto itr = waypoint_map.find(id);
if (itr != waypoint_map.end())
return &itr->second;
return nullptr;
if (waypoint_map.find(id) != waypoint_map.end())
return waypoint_map[id];
else return nullptr;
}
private:
std::unordered_map<uint32, WPPath> waypoint_map;
std::unordered_map<uint32, WPPath*> waypoint_map;
};
// all events for a single entry

View File

@@ -702,14 +702,6 @@ void MotionMaster::MovePath(uint32 path_id, bool repeatable)
_owner->GetGUID().ToString().c_str(), path_id, repeatable ? "YES" : "NO");
}
void MotionMaster::MovePath(WaypointPath& path, bool repeatable)
{
Mutate(new WaypointMovementGenerator<Creature>(path, repeatable), MOTION_SLOT_IDLE);
TC_LOG_DEBUG("misc", "%s starts moving over path (repeatable: %s).",
_owner->GetGUID().ToString().c_str(), repeatable ? "YES" : "NO");
}
void MotionMaster::MoveRotate(uint32 time, RotateDirection direction)
{
if (!time)

View File

@@ -32,7 +32,6 @@ class PathGenerator;
struct Position;
struct SplineChainLink;
struct SplineChainResumeInfo;
struct WaypointPath;
namespace G3D
{
@@ -181,7 +180,6 @@ class TC_GAME_API MotionMaster
void MoveTaxiFlight(uint32 path, uint32 pathnode);
void MoveDistract(uint32 time);
void MovePath(uint32 path_id, bool repeatable);
void MovePath(WaypointPath& path, bool repeatable);
void MoveRotate(uint32 time, RotateDirection direction);
private:

View File

@@ -25,18 +25,14 @@
#include "MoveSplineInit.h"
#include "ObjectMgr.h"
#include "Transport.h"
#include "WaypointManager.h"
#include "World.h"
void WaypointMovementGenerator<Creature>::LoadPath(Creature* creature)
{
if (LoadedFromDB)
{
if (!path_id)
path_id = creature->GetWaypointPath();
if (!path_id)
path_id = creature->GetWaypointPath();
i_path = sWaypointMgr->GetPath(path_id);
}
i_path = sWaypointMgr->GetPath(path_id);
if (!i_path)
{
@@ -45,95 +41,74 @@ void WaypointMovementGenerator<Creature>::LoadPath(Creature* creature)
return;
}
if (!Stopped())
StartMoveNow(creature);
StartMoveNow(creature);
}
void WaypointMovementGenerator<Creature>::DoInitialize(Creature* creature)
{
LoadPath(creature);
creature->AddUnitState(UNIT_STATE_ROAMING|UNIT_STATE_ROAMING_MOVE);
}
void WaypointMovementGenerator<Creature>::DoFinalize(Creature* creature)
{
creature->ClearUnitState(UNIT_STATE_ROAMING | UNIT_STATE_ROAMING_MOVE);
creature->ClearUnitState(UNIT_STATE_ROAMING|UNIT_STATE_ROAMING_MOVE);
creature->SetWalk(false);
}
void WaypointMovementGenerator<Creature>::DoReset(Creature* creature)
{
if (!Stopped())
StartMoveNow(creature);
creature->AddUnitState(UNIT_STATE_ROAMING|UNIT_STATE_ROAMING_MOVE);
StartMoveNow(creature);
}
void WaypointMovementGenerator<Creature>::OnArrived(Creature* creature)
{
if (!i_path || i_path->nodes.empty())
if (!i_path || i_path->empty())
return;
if (m_isArrivalDone)
return;
WaypointNode const &waypoint = i_path->nodes.at(i_currentNode);
if (waypoint.delay)
{
creature->ClearUnitState(UNIT_STATE_ROAMING_MOVE);
Stop(waypoint.delay);
}
m_isArrivalDone = true;
if (waypoint.eventId && urand(0, 99) < waypoint.eventChance)
if (i_path->at(i_currentNode)->event_id && urand(0, 99) < i_path->at(i_currentNode)->event_chance)
{
TC_LOG_DEBUG("maps.script", "Creature movement start script %u at point %u for %s.", waypoint.eventId, i_currentNode, creature->GetGUID().ToString().c_str());
TC_LOG_DEBUG("maps.script", "Creature movement start script %u at point %u for %s.", i_path->at(i_currentNode)->event_id, i_currentNode, creature->GetGUID().ToString().c_str());
creature->ClearUnitState(UNIT_STATE_ROAMING_MOVE);
creature->GetMap()->ScriptsStart(sWaypointScripts, waypoint.eventId, creature, nullptr);
creature->GetMap()->ScriptsStart(sWaypointScripts, i_path->at(i_currentNode)->event_id, creature, NULL);
}
// Inform script
MovementInform(creature);
creature->UpdateWaypointID(i_currentNode);
creature->SetWalk(waypoint.moveType != WAYPOINT_MOVE_TYPE_RUN);
}
void WaypointMovementGenerator<Creature>::FormationMove(Creature* creature)
{
bool transportPath = creature->GetTransport() != nullptr;
WaypointNode const &waypoint = i_path->nodes.at(i_currentNode);
Movement::Location formationDest(waypoint.x, waypoint.y, waypoint.z, 0.0f);
//! If creature is on transport, we assume waypoints set in DB are already transport offsets
if (transportPath)
if (i_path->at(i_currentNode)->delay)
{
if (TransportBase* trans = creature->GetDirectTransport())
trans->CalculatePassengerPosition(formationDest.x, formationDest.y, formationDest.z, &formationDest.orientation);
creature->ClearUnitState(UNIT_STATE_ROAMING_MOVE);
Stop(i_path->at(i_currentNode)->delay);
}
// Call for creature group update
if (creature->GetFormation() && creature->GetFormation()->getLeader() == creature)
creature->GetFormation()->LeaderMoveTo(formationDest.x, formationDest.y, formationDest.z);
}
bool WaypointMovementGenerator<Creature>::StartMove(Creature* creature)
{
if (!creature || !creature->IsAlive())
return false;
if (!i_path || i_path->nodes.empty())
if (!i_path || i_path->empty())
return false;
if (Stopped())
return true;
bool transportPath = creature->GetTransport() != nullptr;
if (Stopped())
return true;
if (IsArrivalDone)
bool transportPath = creature->GetTransport() != NULL;
if (m_isArrivalDone)
{
if ((i_currentNode == i_path->nodes.size() - 1) && !repeating) // If that's our last waypoint
if ((i_currentNode == i_path->size() - 1) && !repeating) // If that's our last waypoint
{
WaypointNode const &waypoint = i_path->nodes.at(i_currentNode);
float x = waypoint.x;
float y = waypoint.y;
float z = waypoint.z;
float x = i_path->at(i_currentNode)->x;
float y = i_path->at(i_currentNode)->y;
float z = i_path->at(i_currentNode)->z;
float o = creature->GetOrientation();
if (!transportPath)
@@ -151,45 +126,23 @@ bool WaypointMovementGenerator<Creature>::StartMove(Creature* creature)
transportPath = false;
// else if (vehicle) - this should never happen, vehicle offsets are const
}
creature->GetMotionMaster()->Initialize();
return false;
}
i_currentNode = (i_currentNode + 1) % i_path->nodes.size();
i_currentNode = (i_currentNode+1) % i_path->size();
}
float finalOrient = 0.0f;
uint8 finalMove = WAYPOINT_MOVE_TYPE_WALK;
WaypointData const* node = i_path->at(i_currentNode);
Movement::PointsArray pathing;
pathing.reserve((i_path->nodes.size() - i_currentNode) + 1);
pathing.push_back(G3D::Vector3(creature->GetPositionX(), creature->GetPositionY(), creature->GetPositionZ()));
for (uint32 i = i_currentNode; i < i_path->nodes.size(); ++i)
{
WaypointNode const &waypoint = i_path->nodes.at(i);
pathing.push_back(G3D::Vector3(waypoint.x, waypoint.y, waypoint.z));
finalOrient = waypoint.orientation;
finalMove = waypoint.moveType;
if (waypoint.delay)
break;
}
// if we have only 1 point, only current position, we shall return
if (pathing.size() < 2)
return false;
IsArrivalDone = false;
i_recalculateSpeed = false;
m_isArrivalDone = false;
creature->AddUnitState(UNIT_STATE_ROAMING_MOVE);
Movement::Location formationDest(node->x, node->y, node->z, 0.0f);
Movement::MoveSplineInit init(creature);
Movement::Location formationDest(i_path->nodes.at(i_currentNode).x, i_path->nodes.at(i_currentNode).y, i_path->nodes.at(i_currentNode).z, 0.0f);
//! If creature is on transport, we assume waypoints set in DB are already transport offsets
if (transportPath)
{
@@ -198,9 +151,15 @@ bool WaypointMovementGenerator<Creature>::StartMove(Creature* creature)
trans->CalculatePassengerPosition(formationDest.x, formationDest.y, formationDest.z, &formationDest.orientation);
}
init.MovebyPath(pathing, i_currentNode);
//! Do not use formationDest here, MoveTo requires transport offsets due to DisableTransportPathTransformations() call
//! but formationDest contains global coordinates
init.MoveTo(node->x, node->y, node->z);
switch (finalMove)
//! Accepts angles such as 0.00001 and -0.00001, 0 must be ignored, default value in waypoint table
if (node->orientation && node->delay)
init.SetFacing(node->orientation);
switch (node->move_type)
{
case WAYPOINT_MOVE_TYPE_LAND:
init.SetAnimation(Movement::ToGround);
@@ -216,23 +175,20 @@ bool WaypointMovementGenerator<Creature>::StartMove(Creature* creature)
break;
}
if (finalOrient != 0.0f)
init.SetFacing(finalOrient);
init.Launch();
//Call for creature group update
if (creature->GetFormation() && creature->GetFormation()->getLeader() == creature)
{
creature->SetWalk(node->move_type != WAYPOINT_MOVE_TYPE_RUN);
creature->GetFormation()->LeaderMoveTo(formationDest.x, formationDest.y, formationDest.z);
}
return true;
}
bool WaypointMovementGenerator<Creature>::DoUpdate(Creature* creature, uint32 diff)
{
if (!creature || !creature->IsAlive())
return false;
// Waypoint movement can be switched on/off
// This is quite handy for escort quests and other stuff
if (creature->HasUnitState(UNIT_STATE_NOT_MOVE))
@@ -240,15 +196,14 @@ bool WaypointMovementGenerator<Creature>::DoUpdate(Creature* creature, uint32 di
creature->ClearUnitState(UNIT_STATE_ROAMING_MOVE);
return true;
}
// prevent a crash at empty waypoint path.
if (!i_path || i_path->nodes.empty())
if (!i_path || i_path->empty())
return false;
if (Stopped())
{
if (CanMove(diff))
return StartMoveNow(creature);
return StartMove(creature);
}
else
{
@@ -257,45 +212,15 @@ bool WaypointMovementGenerator<Creature>::DoUpdate(Creature* creature, uint32 di
creature->SetHomePosition(creature->GetPosition());
if (creature->IsStopped())
Stop(LoadedFromDB ? sWorld->getIntConfig(CONFIG_CREATURE_STOP_FOR_PLAYER) : 2 * HOUR * IN_MILLISECONDS);
Stop(sWorld->getIntConfig(CONFIG_CREATURE_STOP_FOR_PLAYER));
else if (creature->movespline->Finalized())
{
OnArrived(creature);
IsArrivalDone = true;
if (!Stopped())
{
if (creature->IsStopped())
Stop(LoadedFromDB ? sWorld->getIntConfig(CONFIG_CREATURE_STOP_FOR_PLAYER) : 2 * HOUR * IN_MILLISECONDS);
else
return StartMove(creature);
}
}
else
{
// speed changed during path execution, calculate remaining path and launch it once more
if (i_recalculateSpeed)
{
i_recalculateSpeed = false;
if (!Stopped())
return StartMove(creature);
}
else
{
uint32 pointId = uint32(creature->movespline->currentPathIdx());
if (pointId > i_currentNode)
{
OnArrived(creature);
i_currentNode = pointId;
FormationMove(creature);
}
}
return StartMove(creature);
}
}
return true;
}
return true;
}
void WaypointMovementGenerator<Creature>::MovementInform(Creature* creature)
{
@@ -306,14 +231,11 @@ void WaypointMovementGenerator<Creature>::MovementInform(Creature* creature)
bool WaypointMovementGenerator<Creature>::GetResetPos(Creature*, float& x, float& y, float& z)
{
// prevent a crash at empty waypoint path.
if (!i_path || i_path->nodes.empty())
if (!i_path || i_path->empty())
return false;
WaypointNode const &waypoint = i_path->nodes.at(i_currentNode);
x = waypoint.x;
y = waypoint.y;
z = waypoint.z;
const WaypointData* node = i_path->at(i_currentNode);
x = node->x; y = node->y; z = node->z;
return true;
}
@@ -421,12 +343,12 @@ void FlightPathMovementGenerator::DoReset(Player* player)
Movement::MoveSplineInit init(player);
uint32 end = GetPathAtMapEnd();
for (uint32 i = i_currentNode; i != end; ++i)
for (uint32 i = GetCurrentNode(); i != end; ++i)
{
G3D::Vector3 vertice(i_path[i]->Loc.X, i_path[i]->Loc.Y, i_path[i]->Loc.Z);
init.Path().push_back(vertice);
}
init.SetFirstPointId(i_currentNode);
init.SetFirstPointId(GetCurrentNode());
init.SetFly();
init.SetSmooth();
init.SetUncompressed();

View File

@@ -30,6 +30,7 @@
#include "DB2Stores.h"
#include "Player.h"
#include "Timer.h"
#include "WaypointManager.h"
#define FLIGHT_TRAVEL_UPDATE 100
#define TIMEDIFF_NEXT_WP 250
@@ -57,16 +58,8 @@ class WaypointMovementGenerator<Creature> : public MovementGeneratorMedium< Crea
{
public:
WaypointMovementGenerator(uint32 _path_id = 0, bool _repeating = true)
: i_nextMoveTime(0), IsArrivalDone(false), path_id(_path_id), repeating(_repeating), LoadedFromDB(true) { }
WaypointMovementGenerator(WaypointPath& path, bool _repeating = true)
: i_nextMoveTime(0), IsArrivalDone(false), path_id(0), repeating(_repeating), LoadedFromDB(false)
{
i_path = &path;
}
~WaypointMovementGenerator() { i_path = nullptr; }
: i_nextMoveTime(0), m_isArrivalDone(false), path_id(_path_id), repeating(_repeating) { }
~WaypointMovementGenerator() { i_path = NULL; }
void DoInitialize(Creature*);
void DoFinalize(Creature*);
void DoReset(Creature*);
@@ -81,10 +74,6 @@ class WaypointMovementGenerator<Creature> : public MovementGeneratorMedium< Crea
bool GetResetPos(Creature*, float& x, float& y, float& z);
TimeTrackerSmall & GetTrackerTimer() { return i_nextMoveTime; }
void UnitSpeedChanged() { i_recalculateSpeed = true; }
private:
void Stop(int32 time) { i_nextMoveTime.Reset(time);}
@@ -99,21 +88,17 @@ class WaypointMovementGenerator<Creature> : public MovementGeneratorMedium< Crea
void OnArrived(Creature*);
bool StartMove(Creature*);
void FormationMove(Creature*);
bool StartMoveNow(Creature* creature)
void StartMoveNow(Creature* creature)
{
i_nextMoveTime.Reset(0);
return StartMove(creature);
StartMove(creature);
}
TimeTrackerSmall i_nextMoveTime;
bool i_recalculateSpeed;
bool IsArrivalDone;
bool m_isArrivalDone;
uint32 path_id;
bool repeating;
bool LoadedFromDB;
};
/** FlightPathMovementGenerator generates movement of the player for the paths

View File

@@ -24,6 +24,19 @@
WaypointMgr::WaypointMgr() { }
WaypointMgr::~WaypointMgr()
{
for (WaypointPathContainer::iterator itr = _waypointStore.begin(); itr != _waypointStore.end(); ++itr)
{
for (WaypointPath::const_iterator it = itr->second.begin(); it != itr->second.end(); ++it)
delete *it;
itr->second.clear();
}
_waypointStore.clear();
}
void WaypointMgr::Load()
{
uint32 oldMSTime = getMSTime();
@@ -42,6 +55,7 @@ void WaypointMgr::Load()
do
{
Field* fields = result->Fetch();
WaypointData* wp = new WaypointData();
uint32 pathId = fields[0].GetUInt32();
WaypointPath& path = _waypointStore[pathId];
@@ -54,25 +68,25 @@ void WaypointMgr::Load()
Trinity::NormalizeMapCoord(x);
Trinity::NormalizeMapCoord(y);
WaypointNode wp;
wp.id = fields[1].GetUInt32();
wp.x = x;
wp.y = y;
wp.z = z;
wp.orientation = o;
wp.moveType = fields[6].GetUInt32();
wp->id = fields[1].GetUInt32();
wp->x = x;
wp->y = y;
wp->z = z;
wp->orientation = o;
wp->move_type = fields[6].GetUInt32();
if (wp.moveType >= WAYPOINT_MOVE_TYPE_MAX)
if (wp->move_type >= WAYPOINT_MOVE_TYPE_MAX)
{
TC_LOG_ERROR("sql.sql", "Waypoint %u in waypoint_data has invalid move_type, ignoring", wp.id);
TC_LOG_ERROR("sql.sql", "Waypoint %u in waypoint_data has invalid move_type, ignoring", wp->id);
delete wp;
continue;
}
wp.delay = fields[7].GetUInt32();
wp.eventId = fields[8].GetUInt32();
wp.eventChance = fields[9].GetInt16();
wp->delay = fields[7].GetUInt32();
wp->event_id = fields[8].GetUInt32();
wp->event_chance = fields[9].GetInt16();
path.nodes.push_back(std::move(wp));
path.push_back(wp);
++count;
}
while (result->NextRow());
@@ -91,6 +105,9 @@ void WaypointMgr::ReloadPath(uint32 id)
WaypointPathContainer::iterator itr = _waypointStore.find(id);
if (itr != _waypointStore.end())
{
for (WaypointPath::const_iterator it = itr->second.begin(); it != itr->second.end(); ++it)
delete *it;
_waypointStore.erase(itr);
}
@@ -108,6 +125,7 @@ void WaypointMgr::ReloadPath(uint32 id)
do
{
Field* fields = result->Fetch();
WaypointData* wp = new WaypointData();
float x = fields[1].GetFloat();
float y = fields[2].GetFloat();
@@ -117,25 +135,25 @@ void WaypointMgr::ReloadPath(uint32 id)
Trinity::NormalizeMapCoord(x);
Trinity::NormalizeMapCoord(y);
WaypointNode wp;
wp.id = fields[0].GetUInt32();
wp.x = x;
wp.y = y;
wp.z = z;
wp.orientation = o;
wp.moveType = fields[5].GetUInt32();
wp->id = fields[0].GetUInt32();
wp->x = x;
wp->y = y;
wp->z = z;
wp->orientation = o;
wp->move_type = fields[5].GetUInt32();
if (wp.moveType >= WAYPOINT_MOVE_TYPE_MAX)
if (wp->move_type >= WAYPOINT_MOVE_TYPE_MAX)
{
TC_LOG_ERROR("sql.sql", "Waypoint %u in waypoint_data has invalid move_type, ignoring", wp.id);
TC_LOG_ERROR("sql.sql", "Waypoint %u in waypoint_data has invalid move_type, ignoring", wp->id);
delete wp;
continue;
}
wp.delay = fields[6].GetUInt32();
wp.eventId = fields[7].GetUInt32();
wp.eventChance = fields[8].GetUInt8();
wp->delay = fields[6].GetUInt32();
wp->event_id = fields[7].GetUInt32();
wp->event_chance = fields[8].GetUInt8();
path.nodes.push_back(std::move(wp));
path.push_back(wp);
}
while (result->NextRow());

View File

@@ -20,9 +20,30 @@
#define TRINITY_WAYPOINTMANAGER_H
#include "Define.h"
#include "WaypointDefines.h"
#include <vector>
#include <unordered_map>
enum WaypointMoveType
{
WAYPOINT_MOVE_TYPE_WALK,
WAYPOINT_MOVE_TYPE_RUN,
WAYPOINT_MOVE_TYPE_LAND,
WAYPOINT_MOVE_TYPE_TAKEOFF,
WAYPOINT_MOVE_TYPE_MAX
};
struct WaypointData
{
uint32 id;
float x, y, z, orientation;
uint32 delay;
uint32 event_id;
uint32 move_type;
uint8 event_chance;
};
typedef std::vector<WaypointData*> WaypointPath;
typedef std::unordered_map<uint32, WaypointPath> WaypointPathContainer;
class TC_GAME_API WaypointMgr
@@ -43,14 +64,14 @@ class TC_GAME_API WaypointMgr
if (itr != _waypointStore.end())
return &itr->second;
return nullptr;
return NULL;
}
private:
WaypointMgr();
~WaypointMgr() { }
~WaypointMgr();
std::unordered_map<uint32, WaypointPath> _waypointStore;
WaypointPathContainer _waypointStore;
};
#define sWaypointMgr WaypointMgr::instance()

View File

@@ -89,7 +89,6 @@
#include "VMapFactory.h"
#include "VMapManager2.h"
#include "WardenCheckMgr.h"
#include "WaypointManager.h"
#include "WaypointMovementGenerator.h"
#include "WeatherMgr.h"
#include "WhoListStorage.h"

View File

@@ -27,7 +27,6 @@
#include "PassiveAI.h"
#include "Player.h"
#include "ScriptedCreature.h"
#include "ScriptedEscortAI.h"
#include "Spell.h"
#include "SpellInfo.h"
#include "SpellScript.h"
@@ -877,15 +876,11 @@ class npc_brann_bronzebeard_algalon : public CreatureScript
public:
npc_brann_bronzebeard_algalon() : CreatureScript("npc_brann_bronzebeard_algalon") { }
struct npc_brann_bronzebeard_algalonAI : public npc_escortAI
struct npc_brann_bronzebeard_algalonAI : public CreatureAI
{
npc_brann_bronzebeard_algalonAI(Creature* creature) : npc_escortAI(creature)
npc_brann_bronzebeard_algalonAI(Creature* creature) : CreatureAI(creature)
{
SetDespawnAtEnd(false);
SetDespawnAtFar(false);
for (uint8 i = 0; i < MAX_BRANN_WAYPOINTS_INTRO; ++i)
AddWaypoint(i, BrannIntroWaypoint[i].GetPositionX(), BrannIntroWaypoint[i].GetPositionY(), BrannIntroWaypoint[i].GetPositionZ());
_currentPoint = 0;
}
void DoAction(int32 action) override
@@ -893,12 +888,14 @@ class npc_brann_bronzebeard_algalon : public CreatureScript
switch (action)
{
case ACTION_START_INTRO:
_currentPoint = 0;
_events.Reset();
Start(false, true);
me->SetWalk(false);
_events.ScheduleEvent(EVENT_BRANN_MOVE_INTRO, 1);
break;
case ACTION_FINISH_INTRO:
Talk(SAY_BRANN_ALGALON_INTRO_2);
SetEscortPaused(false);
_events.ScheduleEvent(EVENT_BRANN_MOVE_INTRO, 1);
break;
case ACTION_OUTRO:
me->GetMotionMaster()->MovePoint(POINT_BRANN_OUTRO, BrannOutroPos[1]);
@@ -908,27 +905,38 @@ class npc_brann_bronzebeard_algalon : public CreatureScript
}
}
void WaypointReached(uint32 pointId) override
void MovementInform(uint32 movementType, uint32 pointId) override
{
if (movementType != POINT_MOTION_TYPE)
return;
uint32 delay = 1;
_currentPoint = pointId + 1;
switch (pointId)
{
case 2:
SetEscortPaused(true);
_events.ScheduleEvent(EVENT_BRANN_MOVE_INTRO, 8000);
SetRun(false);
delay = 8000;
me->SetWalk(true);
break;
case 5:
SetRun(true);
SetEscortPaused(true);
me->SetWalk(false);
Talk(SAY_BRANN_ALGALON_INTRO_1);
_events.ScheduleEvent(EVENT_SUMMON_ALGALON, 7500);
break;
return;
case 9:
me->DespawnOrUnsummon(1);
return;
case POINT_BRANN_OUTRO:
case POINT_BRANN_OUTRO_END:
return;
}
_events.ScheduleEvent(EVENT_BRANN_MOVE_INTRO, delay);
}
void UpdateAI(uint32 diff) override
{
npc_escortAI::UpdateAI(diff);
UpdateVictim();
if (_events.Empty())
return;
@@ -940,7 +948,8 @@ class npc_brann_bronzebeard_algalon : public CreatureScript
switch (eventId)
{
case EVENT_BRANN_MOVE_INTRO:
SetEscortPaused(false);
if (_currentPoint < MAX_BRANN_WAYPOINTS_INTRO)
me->GetMotionMaster()->MovePoint(_currentPoint, BrannIntroWaypoint[_currentPoint]);
break;
case EVENT_SUMMON_ALGALON:
if (Creature* algalon = me->GetMap()->SummonCreature(NPC_ALGALON, AlgalonSummonPos))
@@ -958,6 +967,7 @@ class npc_brann_bronzebeard_algalon : public CreatureScript
private:
EventMap _events;
uint32 _currentPoint;
};
CreatureAI* GetAI(Creature* creature) const override