Core/AI: Make critters flee as soon as engaged in combat and make them evade after they stop running in fear (#24320)

* Core/AI: Make critters flee as soon as engaged in combat and make them evade after they stop running in fear

* Warning and no-pch build fix
This commit is contained in:
Giacomo Pozzoni
2020-03-17 18:58:07 +00:00
committed by GitHub
parent c09d2b7206
commit 6fde051e4e
6 changed files with 28 additions and 2 deletions

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@@ -17,6 +17,7 @@
#include "PassiveAI.h"
#include "Creature.h"
#include "MovementDefines.h"
PassiveAI::PassiveAI(Creature* creature) : CreatureAI(creature)
{
@@ -79,12 +80,18 @@ void PossessedAI::KilledUnit(Unit* victim)
victim->RemoveFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE);
}
void CritterAI::DamageTaken(Unit* /*done_by*/, uint32&)
void CritterAI::JustEngagedWith(Unit* /*who*/)
{
if (!me->HasUnitState(UNIT_STATE_FLEEING))
me->SetControlled(true, UNIT_STATE_FLEEING);
}
void CritterAI::OnMovementGeneratorFinalized(MovementGeneratorType type)
{
if (type == TIMED_FLEEING_MOTION_TYPE)
EnterEvadeMode(EVADE_REASON_OTHER);
}
void CritterAI::EnterEvadeMode(EvadeReason why)
{
if (me->HasUnitState(UNIT_STATE_FLEEING))

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@@ -73,9 +73,11 @@ class TC_GAME_API CritterAI : public PassiveAI
public:
explicit CritterAI(Creature* creature) : PassiveAI(creature) { }
void DamageTaken(Unit* done_by, uint32& /*damage*/) override;
void JustEngagedWith(Unit* /*who*/) override;
void EnterEvadeMode(EvadeReason why) override;
void OnMovementGeneratorFinalized(MovementGeneratorType type) override;
static int32 Permissible(Creature const* creature);
};

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@@ -42,6 +42,7 @@ class SpellInfo;
class Unit;
struct AISpellInfoType;
enum DamageEffectType : uint8;
enum MovementGeneratorType : uint8;
enum SpellEffIndex : uint8;
//Selection method used by SelectTarget
@@ -328,6 +329,8 @@ class TC_GAME_API UnitAI
// Called when a game event starts or ends
virtual void OnGameEvent(bool /*start*/, uint16 /*eventId*/) { }
virtual void OnMovementGeneratorFinalized(MovementGeneratorType /*type*/) { }
virtual std::string GetDebugInfo() const;
private:

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@@ -1142,7 +1142,10 @@ void MotionMaster::DirectAdd(MovementGenerator* movement, MovementSlot slot/* =
{
case MOTION_SLOT_DEFAULT:
if (_defaultGenerator)
{
_defaultGenerator->Finalize(_owner, _generators.empty(), false);
_defaultGenerator->NotifyAIOnFinalize(_owner);
}
_defaultGenerator = MovementGeneratorPointer(movement);
if (IsStatic(movement))
@@ -1187,6 +1190,7 @@ void MotionMaster::Delete(MovementGenerator* movement, bool active, bool movemen
movement->Priority, movement->Flags, movement->BaseUnitState, movement->GetMovementGeneratorType(), _owner->GetGUID().ToString().c_str());
movement->Finalize(_owner, active, movementInform);
movement->NotifyAIOnFinalize(_owner);
ClearBaseUnitState(movement);
MovementGeneratorPointerDeleter(movement);
}
@@ -1197,6 +1201,7 @@ void MotionMaster::DeleteDefault(bool active, bool movementInform)
_defaultGenerator->Priority, _defaultGenerator->Flags, _defaultGenerator->BaseUnitState, _defaultGenerator->GetMovementGeneratorType(), _owner->GetGUID().ToString().c_str());
_defaultGenerator->Finalize(_owner, active, movementInform);
_defaultGenerator->NotifyAIOnFinalize(_owner);
_defaultGenerator = MovementGeneratorPointer(GetIdleMovementGenerator());
AddFlag(MOTIONMASTER_FLAG_STATIC_INITIALIZATION_PENDING);
}

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@@ -21,6 +21,7 @@
#include "MovementDefines.h"
#include "PathGenerator.h"
#include "RandomMovementGenerator.h"
#include "UnitAI.h"
#include "WaypointMovementGenerator.h"
MovementGenerator::~MovementGenerator() { }
@@ -57,3 +58,9 @@ MovementGenerator* WaypointMovementFactory::Create(Unit* /*object*/) const
{
return new WaypointMovementGenerator<Creature>();
}
void MovementGenerator::NotifyAIOnFinalize(Unit* object)
{
if (UnitAI* ai = object->GetAI())
ai->OnMovementGeneratorFinalized(GetMovementGeneratorType());
}

View File

@@ -69,6 +69,8 @@ class TC_GAME_API MovementGenerator
// used by Evade code for select point to evade with expected restart default movement
virtual bool GetResetPosition(Unit*, float&/* x*/, float&/* y*/, float&/* z*/) { return false; }
virtual void NotifyAIOnFinalize(Unit*);
void AddFlag(uint16 const flag) { Flags |= flag; }
bool HasFlag(uint16 const flag) const { return (Flags & flag) != 0; }
void RemoveFlag(uint16 const flag) { Flags &= ~flag; }