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.
This commit is contained in:
r00ty-tc
2017-05-07 21:48:41 +01:00
committed by Treeston
parent d24ce1739a
commit 59db2eeea0
59 changed files with 2709 additions and 771 deletions

View File

@@ -222,7 +222,7 @@ void PoolGroup<Creature>::Despawn1Object(ObjectGuid::LowType guid)
{
sObjectMgr->RemoveCreatureFromGrid(guid, data);
Map* map = sMapMgr->CreateBaseMap(data->mapid);
Map* map = sMapMgr->CreateBaseMap(data->spawnPoint.GetMapId());
if (!map->Instanceable())
{
auto creatureBounds = map->GetCreatureBySpawnIdStore().equal_range(guid);
@@ -230,6 +230,9 @@ void PoolGroup<Creature>::Despawn1Object(ObjectGuid::LowType guid)
{
Creature* creature = itr->second;
++itr;
// For dynamic spawns, save respawn time here
if (!creature->GetRespawnCompatibilityMode())
creature->SaveRespawnTime(0, false);
creature->AddObjectToRemoveList();
}
}
@@ -240,11 +243,11 @@ void PoolGroup<Creature>::Despawn1Object(ObjectGuid::LowType guid)
template<>
void PoolGroup<GameObject>::Despawn1Object(ObjectGuid::LowType guid)
{
if (GameObjectData const* data = sObjectMgr->GetGOData(guid))
if (GameObjectData const* data = sObjectMgr->GetGameObjectData(guid))
{
sObjectMgr->RemoveGameobjectFromGrid(guid, data);
Map* map = sMapMgr->CreateBaseMap(data->mapid);
Map* map = sMapMgr->CreateBaseMap(data->spawnPoint.GetMapId());
if (!map->Instanceable())
{
auto gameobjectBounds = map->GetGameObjectBySpawnIdStore().equal_range(guid);
@@ -252,6 +255,10 @@ void PoolGroup<GameObject>::Despawn1Object(ObjectGuid::LowType guid)
{
GameObject* go = itr->second;
++itr;
// For dynamic spawns, save respawn time here
if (!go->GetRespawnCompatibilityMode())
go->SaveRespawnTime(0, false);
go->AddObjectToRemoveList();
}
}
@@ -379,13 +386,13 @@ void PoolGroup<Creature>::Spawn1Object(PoolObject* obj)
sObjectMgr->AddCreatureToGrid(obj->guid, data);
// Spawn if necessary (loaded grids only)
Map* map = sMapMgr->CreateBaseMap(data->mapid);
Map* map = sMapMgr->CreateBaseMap(data->spawnPoint.GetMapId());
// We use spawn coords to spawn
if (!map->Instanceable() && map->IsGridLoaded(data->posX, data->posY))
if (!map->Instanceable() && map->IsGridLoaded(data->spawnPoint))
{
Creature* creature = new Creature();
//TC_LOG_DEBUG("pool", "Spawning creature %u", guid);
if (!creature->LoadCreatureFromDB(obj->guid, map))
if (!creature->LoadFromDB(obj->guid, map, true, false))
{
delete creature;
return;
@@ -398,18 +405,18 @@ void PoolGroup<Creature>::Spawn1Object(PoolObject* obj)
template <>
void PoolGroup<GameObject>::Spawn1Object(PoolObject* obj)
{
if (GameObjectData const* data = sObjectMgr->GetGOData(obj->guid))
if (GameObjectData const* data = sObjectMgr->GetGameObjectData(obj->guid))
{
sObjectMgr->AddGameobjectToGrid(obj->guid, data);
// Spawn if necessary (loaded grids only)
// this base map checked as non-instanced and then only existed
Map* map = sMapMgr->CreateBaseMap(data->mapid);
Map* map = sMapMgr->CreateBaseMap(data->spawnPoint.GetMapId());
// We use current coords to unspawn, not spawn coords since creature can have changed grid
if (!map->Instanceable() && map->IsGridLoaded(data->posX, data->posY))
if (!map->Instanceable() && map->IsGridLoaded(data->spawnPoint))
{
GameObject* pGameobject = new GameObject;
//TC_LOG_DEBUG("pool", "Spawning gameobject %u", guid);
if (!pGameobject->LoadGameObjectFromDB(obj->guid, map, false))
if (!pGameobject->LoadFromDB(obj->guid, map, false))
{
delete pGameobject;
return;
@@ -688,7 +695,7 @@ void PoolMgr::LoadFromDB()
uint32 pool_id = fields[1].GetUInt32();
float chance = fields[2].GetFloat();
GameObjectData const* data = sObjectMgr->GetGOData(guid);
GameObjectData const* data = sObjectMgr->GetGameObjectData(guid);
if (!data)
{
TC_LOG_ERROR("sql.sql", "`pool_gameobject` has a non existing gameobject spawn (GUID: %u) defined for pool id (%u), skipped.", guid, pool_id);
@@ -1074,6 +1081,21 @@ void PoolMgr::DespawnPool(uint32 pool_id)
mPoolQuestGroups[pool_id].DespawnObject(mSpawnedData);
}
// Selects proper template overload to call based on passed type
uint32 PoolMgr::IsPartOfAPool(SpawnObjectType type, ObjectGuid::LowType spawnId) const
{
switch (type)
{
case SPAWN_TYPE_CREATURE:
return IsPartOfAPool<Creature>(spawnId);
case SPAWN_TYPE_GAMEOBJECT:
return IsPartOfAPool<GameObject>(spawnId);
default:
ASSERT(false, "Invalid spawn type %u passed to PoolMgr::IsPartOfPool (with spawnId %u)", uint32(type), spawnId);
return 0;
}
}
// Method that check chance integrity of the creatures and gameobjects in this pool
bool PoolMgr::CheckPool(uint32 pool_id) const
{