[7951] Mope call for help code to function form Event AI code to allow use it from C++ scripts also. Author: NoFantasy

--HG--
branch : trunk
This commit is contained in:
megamage
2009-06-04 16:10:26 -05:00
parent 45516c5e58
commit 8bb75918a8
4 changed files with 54 additions and 50 deletions

View File

@@ -2039,6 +2039,25 @@ void Creature::CallAssistance()
}
}
void Creature::CallForHelp(float fRadius)
{
if (fRadius <= 0.0f || !getVictim() || isPet() || isCharmed())
return;
CellPair p(MaNGOS::ComputeCellPair(GetPositionX(), GetPositionY()));
Cell cell(p);
cell.data.Part.reserved = ALL_DISTRICT;
cell.SetNoCreate();
MaNGOS::CallOfHelpCreatureInRangeDo u_do(this, getVictim(), fRadius);
MaNGOS::CreatureWorker<MaNGOS::CallOfHelpCreatureInRangeDo> worker(this, u_do);
TypeContainerVisitor<MaNGOS::CreatureWorker<MaNGOS::CallOfHelpCreatureInRangeDo>, GridTypeMapContainer > grid_creature_searcher(worker);
CellLock<GridReadGuard> cell_lock(cell, p);
cell_lock->Visit(cell_lock, grid_creature_searcher, *GetMap());
}
bool Creature::CanAssistTo(const Unit* u, const Unit* enemy, bool checkfaction /*= true*/) const
{
// is it true?

View File

@@ -644,6 +644,7 @@ class TRINITY_DLL_SPEC Creature : public Unit
Unit* SelectNearestTarget(float dist = 0) const;
void DoFleeToGetAssistance();
void CallForHelp(float fRadius);
void CallAssistance();
void SetNoCallAssistance(bool val) { m_AlreadyCallAssistance = val; }
void SetNoSearchAssistance(bool val) { m_AlreadySearchedAssistance = val; }

View File

@@ -29,43 +29,8 @@
#include "GameEventMgr.h"
#include "GridNotifiers.h"
#include "GridNotifiersImpl.h"
#include "WorldPacket.h"
#include "InstanceData.h"
namespace MaNGOS
{
class CallOfHelpCreatureInRangeDo // do attack at call of help to friendly crearture
{
public:
CallOfHelpCreatureInRangeDo(Unit* funit, Unit* enemy, float range)
: i_funit(funit), i_enemy(enemy), i_range(range)
{}
void operator()(Creature* u)
{
if (u == i_funit)
return;
if (!u->CanAssistTo(i_funit, i_enemy, false))
return;
// too far
if( !i_funit->IsWithinDistInMap(u, i_range) )
return;
// only if see assisted creature
if( !i_funit->IsWithinLOSInMap(u) )
return;
if(u->AI())
u->AI()->AttackStart(i_enemy);
}
private:
Unit* const i_funit;
Unit* const i_enemy;
float i_range;
};
}
bool CreatureEventAIHolder::UpdateRepeatTimer( Creature* creature, uint32 repeatMin, uint32 repeatMax )
{
if (repeatMin == repeatMax)
@@ -765,21 +730,7 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32
break;
case ACTION_T_CALL_FOR_HELP:
{
if (!m_creature->getVictim())
return;
CellPair p(MaNGOS::ComputeCellPair(m_creature->GetPositionX(), m_creature->GetPositionY()));
Cell cell(p);
cell.data.Part.reserved = ALL_DISTRICT;
cell.SetNoCreate();
MaNGOS::CallOfHelpCreatureInRangeDo u_do(m_creature, m_creature->getVictim(), action.call_for_help.radius);
MaNGOS::CreatureWorker<MaNGOS::CallOfHelpCreatureInRangeDo> worker(m_creature, u_do);
TypeContainerVisitor<MaNGOS::CreatureWorker<MaNGOS::CallOfHelpCreatureInRangeDo>, GridTypeMapContainer > grid_creature_searcher(worker);
CellLock<GridReadGuard> cell_lock(cell, p);
cell_lock->Visit(cell_lock, grid_creature_searcher, *m_creature->GetMap());
m_creature->CallForHelp(action.call_for_help.radius);
break;
}
break;

View File

@@ -32,6 +32,7 @@
#include "GameObject.h"
#include "Player.h"
#include "Unit.h"
#include "CreatureAI.h"
class Player;
//class Map;
@@ -905,6 +906,38 @@ namespace Trinity
float i_range;
};
// do attack at call of help to friendly crearture
class CallOfHelpCreatureInRangeDo
{
public:
CallOfHelpCreatureInRangeDo(Unit* funit, Unit* enemy, float range)
: i_funit(funit), i_enemy(enemy), i_range(range)
{}
void operator()(Creature* u)
{
if (u == i_funit)
return;
if (!u->CanAssistTo(i_funit, i_enemy, false))
return;
// too far
if (!i_funit->IsWithinDistInMap(u, i_range))
return;
// only if see assisted creature
if (!i_funit->IsWithinLOSInMap(u))
return;
if (u->AI())
u->AI()->AttackStart(i_enemy);
}
private:
Unit* const i_funit;
Unit* const i_enemy;
float i_range;
};
struct AnyDeadUnitCheck
{
bool operator()(Unit* u) { return !u->isAlive(); }