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https://github.com/TrinityCore/TrinityCore.git
synced 2026-01-22 18:15:31 +01:00
*code cleanup
*totally destroyed m_creature, use "me" for future coding --HG-- branch : trunk
This commit is contained in:
@@ -40,15 +40,15 @@ GuardAI::GuardAI(Creature *c) : CreatureAI(c), i_victimGuid(0), i_state(STATE_NO
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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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if (!me->canFly() && me->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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if (!me->getVictim() && me->canAttack(u) &&
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(u->IsHostileToPlayers() || me->IsHostileTo(u) /*|| u->getVictim() && me->IsFriendlyTo(u->getVictim())*/) &&
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u->isInAccessiblePlaceFor(me))
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{
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float attackRadius = m_creature->GetAttackDistance(u);
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if (m_creature->IsWithinDistInMap(u,attackRadius))
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float attackRadius = me->GetAttackDistance(u);
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if (me->IsWithinDistInMap(u,attackRadius))
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{
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//Need add code to let guard support player
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AttackStart(u);
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@@ -59,80 +59,80 @@ void GuardAI::MoveInLineOfSight(Unit *u)
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void GuardAI::EnterEvadeMode()
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{
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if (!m_creature->isAlive())
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if (!me->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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DEBUG_LOG("Creature stopped attacking because he's dead [guid=%u]", me->GetGUIDLow());
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me->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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me->CombatStop(true);
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me->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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Unit* victim = ObjectAccessor::GetUnit(*me, 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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DEBUG_LOG("Creature stopped attacking because victim is non exist [guid=%u]", me->GetGUIDLow());
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}
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else if (!victim ->isAlive())
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{
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DEBUG_LOG("Creature stopped attacking because victim is dead [guid=%u]", m_creature->GetGUIDLow());
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DEBUG_LOG("Creature stopped attacking because victim is dead [guid=%u]", me->GetGUIDLow());
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}
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else if (victim ->HasStealthAura())
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{
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DEBUG_LOG("Creature stopped attacking because victim is using stealth [guid=%u]", m_creature->GetGUIDLow());
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DEBUG_LOG("Creature stopped attacking because victim is using stealth [guid=%u]", me->GetGUIDLow());
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}
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else if (victim ->isInFlight())
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{
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DEBUG_LOG("Creature stopped attacking because victim is flying away [guid=%u]", m_creature->GetGUIDLow());
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DEBUG_LOG("Creature stopped attacking because victim is flying away [guid=%u]", me->GetGUIDLow());
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}
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else
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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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DEBUG_LOG("Creature stopped attacking because victim outran him [guid=%u]", me->GetGUIDLow());
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}
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m_creature->RemoveAllAuras();
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m_creature->DeleteThreatList();
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me->RemoveAllAuras();
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me->DeleteThreatList();
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i_victimGuid = 0;
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m_creature->CombatStop(true);
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me->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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if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE)
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me->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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// update i_victimGuid if me->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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i_victimGuid = me->getVictim()->GetGUID();
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if (m_creature->isAttackReady())
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if (me->isAttackReady())
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{
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if (m_creature->IsWithinMeleeRange(m_creature->getVictim()))
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if (me->IsWithinMeleeRange(me->getVictim()))
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{
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m_creature->AttackerStateUpdate(m_creature->getVictim());
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m_creature->resetAttackTimer();
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me->AttackerStateUpdate(me->getVictim());
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me->resetAttackTimer();
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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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return me->IsWithinDist(pl,sWorld.getConfig(CONFIG_SIGHT_GUARDER))
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&& pl->isVisibleForOrDetect(me,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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me->SendZoneUnderAttackMessage(pkiller);
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}
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