*Add new eventAI action 105 call assistance. Param1 = radius.

--HG--
branch : trunk
This commit is contained in:
megamage
2009-04-25 09:15:40 -05:00
parent c4e6f9708f
commit 8644c48db8
5 changed files with 19 additions and 4 deletions

View File

@@ -1932,13 +1932,15 @@ Unit* Creature::SelectNearestTarget(float dist) const
return target;
}
void Creature::CallAssistance()
void Creature::CallAssistance(float radius)
{
if( !m_AlreadyCallAssistance && getVictim() && !isPet() && !isCharmed())
{
SetNoCallAssistance(true);
float radius = sWorld.getConfig(CONFIG_CREATURE_FAMILY_ASSISTANCE_RADIUS);
if(!radius)
radius = sWorld.getConfig(CONFIG_CREATURE_FAMILY_ASSISTANCE_RADIUS);
if(radius > 0)
{
std::list<Creature*> assistList;

View File

@@ -617,7 +617,7 @@ class TRINITY_DLL_SPEC Creature : public Unit
float GetAttackDistance(Unit const* pl) const;
Unit* SelectNearestTarget(float dist = 0) const;
void CallAssistance();
void CallAssistance(float radius = 0);
void SetNoCallAssistance(bool val) { m_AlreadyCallAssistance = val; }
bool CanAssistTo(const Unit* u, const Unit* enemy) const;
void DoFleeToGetAssistance(float radius = 50);

View File

@@ -998,8 +998,12 @@ void CreatureEventAI::ProcessAction(uint16 type, uint32 param1, uint32 param2, u
{
sLog.outErrorDb("TSCR: EventAI failed to spawn object %u. Spawn event %d is on creature %d", param1, EventId, m_creature->GetEntry());
}
break;
}
break;
case ACTION_T_CALL_ASSISTANCE:
m_creature->SetNoCallAssistance(false);
m_creature->CallAssistance(param1);
break;
}
}

View File

@@ -107,6 +107,7 @@ enum EventAI_ActionType
ACTION_T_SET_AGGRESSIVE = 102, //Apply
ACTION_T_ATTACK_START_PULSE = 103, //Distance
ACTION_T_SUMMON_GO = 104, //GameObjectID, DespawnTime in ms
ACTION_T_CALL_ASSISTANCE = 105, //Radius
ACTION_T_END,
};

View File

@@ -650,6 +650,14 @@ void CreatureEventAIMgr::LoadCreatureEventAI_Scripts()
case ACTION_T_RANDOM_TEXTEMOTE:
sLog.outErrorDb("CreatureEventAI: Event %u Action %u currently unused ACTION type. Did you forget to update database?", i, j+1);
break;
case ACTION_T_SET_ACTIVE:
case ACTION_T_SET_AGGRESSIVE:
case ACTION_T_ATTACK_START_PULSE:
case ACTION_T_SUMMON_GO:
case ACTION_T_CALL_ASSISTANCE:
break;
default:
sLog.outErrorDb("CreatureEventAI: Event %u Action %u have currently not checked at load action type (%u). Need check code update?", i, j+1, temp.action[j].type);
break;