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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.
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@@ -27,6 +27,7 @@
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#include "ObjectAccessor.h"
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#include "ObjectMgr.h"
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#include "World.h"
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#include "ScriptMgr.h"
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void ObjectGridEvacuator::Visit(CreatureMapType &m)
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{
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@@ -119,15 +120,47 @@ void LoadHelper(CellGuidSet const& guid_set, CellCoord &cell, GridRefManager<T>
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for (CellGuidSet::const_iterator i_guid = guid_set.begin(); i_guid != guid_set.end(); ++i_guid)
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{
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T* obj = new T;
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ObjectGuid::LowType guid = *i_guid;
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//TC_LOG_INFO("misc", "DEBUG: LoadHelper from table: %s for (guid: %u) Loading", table, guid);
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if (!obj->LoadFromDB(guid, map))
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{
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delete obj;
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continue;
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}
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AddObjectHelper(cell, m, count, map, obj);
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// Don't spawn at all if there's a respawn time
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if ((obj->GetTypeId() == TYPEID_UNIT && !map->GetCreatureRespawnTime(*i_guid)) || (obj->GetTypeId() == TYPEID_GAMEOBJECT && !map->GetGORespawnTime(*i_guid)))
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{
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ObjectGuid::LowType guid = *i_guid;
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//TC_LOG_INFO("misc", "DEBUG: LoadHelper from table: %s for (guid: %u) Loading", table, guid);
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if (obj->GetTypeId() == TYPEID_UNIT)
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{
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CreatureData const* cdata = sObjectMgr->GetCreatureData(guid);
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ASSERT(cdata, "Tried to load creature with spawnId %u, but no such creature exists.", guid);
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SpawnGroupTemplateData const* const group = cdata->spawnGroupData;
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// If creature in manual spawn group, don't spawn here, unless group is already active.
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if ((group->flags & SPAWNGROUP_FLAG_MANUAL_SPAWN) && !group->isActive)
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continue;
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// If script is blocking spawn, don't spawn but queue for a re-check in a little bit
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if (!(group->flags & SPAWNGROUP_FLAG_COMPATIBILITY_MODE) && !sScriptMgr->CanSpawn(guid, cdata->id, cdata, map))
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{
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map->SaveRespawnTime(SPAWN_TYPE_CREATURE, guid, cdata->id, time(NULL) + urand(4,7), map->GetZoneId(cdata->spawnPoint), Trinity::ComputeGridCoord(cdata->spawnPoint.GetPositionX(), cdata->spawnPoint.GetPositionY()).GetId(), false);
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continue;
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}
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}
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else if (obj->GetTypeId() == TYPEID_GAMEOBJECT)
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{
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// If gameobject in manual spawn group, don't spawn here, unless group is already active.
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GameObjectData const* godata = sObjectMgr->GetGameObjectData(guid);
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ASSERT(godata, "Tried to load gameobject with spawnId %u, but no such object exists.", guid);
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if ((godata->spawnGroupData->flags & SPAWNGROUP_FLAG_MANUAL_SPAWN) && !godata->spawnGroupData->isActive)
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continue;
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}
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if (!obj->LoadFromDB(guid, map, false, false))
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{
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delete obj;
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continue;
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}
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AddObjectHelper(cell, m, count, map, obj);
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}
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else
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delete obj;
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}
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}
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