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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
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@@ -17,6 +17,7 @@
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#include "PassiveAI.h"
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#include "Creature.h"
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#include "MovementDefines.h"
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PassiveAI::PassiveAI(Creature* creature) : CreatureAI(creature)
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{
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@@ -79,12 +80,18 @@ void PossessedAI::KilledUnit(Unit* victim)
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victim->RemoveFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE);
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}
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void CritterAI::DamageTaken(Unit* /*done_by*/, uint32&)
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void CritterAI::JustEngagedWith(Unit* /*who*/)
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{
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if (!me->HasUnitState(UNIT_STATE_FLEEING))
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me->SetControlled(true, UNIT_STATE_FLEEING);
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}
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void CritterAI::OnMovementGeneratorFinalized(MovementGeneratorType type)
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{
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if (type == TIMED_FLEEING_MOTION_TYPE)
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EnterEvadeMode(EVADE_REASON_OTHER);
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}
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void CritterAI::EnterEvadeMode(EvadeReason why)
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{
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if (me->HasUnitState(UNIT_STATE_FLEEING))
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@@ -73,9 +73,11 @@ class TC_GAME_API CritterAI : public PassiveAI
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public:
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explicit CritterAI(Creature* creature) : PassiveAI(creature) { }
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void DamageTaken(Unit* done_by, uint32& /*damage*/) override;
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void JustEngagedWith(Unit* /*who*/) override;
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void EnterEvadeMode(EvadeReason why) override;
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void OnMovementGeneratorFinalized(MovementGeneratorType type) override;
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static int32 Permissible(Creature const* creature);
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};
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@@ -42,6 +42,7 @@ class SpellInfo;
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class Unit;
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struct AISpellInfoType;
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enum DamageEffectType : uint8;
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enum MovementGeneratorType : uint8;
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enum SpellEffIndex : uint8;
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//Selection method used by SelectTarget
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@@ -328,6 +329,8 @@ class TC_GAME_API UnitAI
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// Called when a game event starts or ends
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virtual void OnGameEvent(bool /*start*/, uint16 /*eventId*/) { }
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virtual void OnMovementGeneratorFinalized(MovementGeneratorType /*type*/) { }
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virtual std::string GetDebugInfo() const;
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private:
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@@ -1142,7 +1142,10 @@ void MotionMaster::DirectAdd(MovementGenerator* movement, MovementSlot slot/* =
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{
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case MOTION_SLOT_DEFAULT:
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if (_defaultGenerator)
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{
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_defaultGenerator->Finalize(_owner, _generators.empty(), false);
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_defaultGenerator->NotifyAIOnFinalize(_owner);
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}
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_defaultGenerator = MovementGeneratorPointer(movement);
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if (IsStatic(movement))
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@@ -1187,6 +1190,7 @@ void MotionMaster::Delete(MovementGenerator* movement, bool active, bool movemen
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movement->Priority, movement->Flags, movement->BaseUnitState, movement->GetMovementGeneratorType(), _owner->GetGUID().ToString().c_str());
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movement->Finalize(_owner, active, movementInform);
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movement->NotifyAIOnFinalize(_owner);
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ClearBaseUnitState(movement);
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MovementGeneratorPointerDeleter(movement);
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}
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@@ -1197,6 +1201,7 @@ void MotionMaster::DeleteDefault(bool active, bool movementInform)
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_defaultGenerator->Priority, _defaultGenerator->Flags, _defaultGenerator->BaseUnitState, _defaultGenerator->GetMovementGeneratorType(), _owner->GetGUID().ToString().c_str());
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_defaultGenerator->Finalize(_owner, active, movementInform);
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_defaultGenerator->NotifyAIOnFinalize(_owner);
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_defaultGenerator = MovementGeneratorPointer(GetIdleMovementGenerator());
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AddFlag(MOTIONMASTER_FLAG_STATIC_INITIALIZATION_PENDING);
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}
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@@ -21,6 +21,7 @@
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#include "MovementDefines.h"
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#include "PathGenerator.h"
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#include "RandomMovementGenerator.h"
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#include "UnitAI.h"
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#include "WaypointMovementGenerator.h"
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MovementGenerator::~MovementGenerator() { }
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@@ -57,3 +58,9 @@ MovementGenerator* WaypointMovementFactory::Create(Unit* /*object*/) const
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{
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return new WaypointMovementGenerator<Creature>();
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}
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void MovementGenerator::NotifyAIOnFinalize(Unit* object)
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{
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if (UnitAI* ai = object->GetAI())
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ai->OnMovementGeneratorFinalized(GetMovementGeneratorType());
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}
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@@ -69,6 +69,8 @@ class TC_GAME_API MovementGenerator
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// used by Evade code for select point to evade with expected restart default movement
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virtual bool GetResetPosition(Unit*, float&/* x*/, float&/* y*/, float&/* z*/) { return false; }
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virtual void NotifyAIOnFinalize(Unit*);
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void AddFlag(uint16 const flag) { Flags |= flag; }
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bool HasFlag(uint16 const flag) const { return (Flags & flag) != 0; }
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void RemoveFlag(uint16 const flag) { Flags &= ~flag; }
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