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Scripts/FollowerAI: Some cleanup:
- FollowerAI properly resumes follow after evading. - Removed duplicated getters from CreatureAI (IsEscorted vs IsEscortNPC), they were used to do the same thing - FollowerAI properly assists in combat. - FollowerAI properly despawns if quest is abandoned. - FollowerAI now supports dynamic respawning for escort NPCs.
This commit is contained in:
@@ -140,6 +140,7 @@ class TC_GAME_API CreatureAI : public UnitAI
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// Called when spell hits a target
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virtual void SpellHitTarget(Unit* /*target*/, SpellInfo const* /*spell*/) { }
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// Should return true if the NPC is currently being escorted
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virtual bool IsEscorted() const { return false; }
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// Called when creature appears in the world (spawn, respawn, grid load etc...)
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@@ -197,9 +198,6 @@ class TC_GAME_API CreatureAI : public UnitAI
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// If a PlayerAI* is returned, that AI is placed on the player instead of the default charm AI
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// Object destruction is handled by Unit::RemoveCharmedBy
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virtual PlayerAI* GetAIForCharmedPlayer(Player* /*who*/) { return nullptr; }
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// Should return true if the NPC is target of an escort quest
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// If onlyIfActive is set, should return true only if the escort quest is currently active
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virtual bool IsEscortNPC(bool /*onlyIfActive*/) const { return false; }
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// intended for encounter design/debugging. do not use for other purposes. expensive.
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int32 VisualizeBoundary(uint32 duration, Unit* owner = nullptr, bool fill = false) const;
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@@ -371,14 +371,8 @@ void EscortAI::Start(bool isActiveAttacker /* = true*/, bool run /* = false */,
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{
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if (CreatureData const* cdata = me->GetCreatureData())
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{
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if (SpawnGroupTemplateData const* groupdata = cdata->spawnGroupData)
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{
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if (sWorld->getBoolConfig(CONFIG_RESPAWN_DYNAMIC_ESCORTNPC) && (groupdata->flags & SPAWNGROUP_FLAG_ESCORTQUESTNPC) && !map->GetCreatureRespawnTime(me->GetSpawnId()))
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{
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me->SetRespawnTime(me->GetRespawnDelay());
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me->SaveRespawnTime();
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}
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}
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if (sWorld->getBoolConfig(CONFIG_RESPAWN_DYNAMIC_ESCORTNPC) && (cdata->spawnGroupData->flags & SPAWNGROUP_FLAG_ESCORTQUESTNPC))
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me->SaveRespawnTime(me->GetRespawnDelay());
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}
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}
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@@ -454,14 +448,3 @@ void EscortAI::SetEscortPaused(bool on)
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_resume = true;
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}
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}
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bool EscortAI::IsEscortNPC(bool onlyIfActive) const
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{
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if (!onlyIfActive)
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return true;
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if (GetEventStarterGUID())
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return true;
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return false;
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}
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@@ -50,29 +50,21 @@ struct TC_GAME_API EscortAI : public ScriptedAI
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virtual void UpdateEscortAI(uint32 diff); // used when it's needed to add code in update (abilities, scripted events, etc)
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void AddWaypoint(uint32 id, float x, float y, float z, float orientation = 0.f, uint32 waitTime = 0); // waitTime is in ms
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void Start(bool isActiveAttacker = true, bool run = false, ObjectGuid playerGUID = ObjectGuid::Empty, Quest const* quest = nullptr, bool instantRespawn = false, bool canLoopPath = false, bool resetWaypoints = true);
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void SetRun(bool on = true);
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void SetEscortPaused(bool on);
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void SetPauseTimer(uint32 Timer) { _pauseTimer = Timer; }
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bool HasEscortState(uint32 escortState) { return (_escortState & escortState) != 0; }
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virtual bool IsEscorted() const override { return (_escortState & STATE_ESCORT_ESCORTING); }
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bool IsEscorted() const override { return !_playerGUID.IsEmpty(); }
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void SetMaxPlayerDistance(float newMax) { _maxPlayerDistance = newMax; }
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float GetMaxPlayerDistance() const { return _maxPlayerDistance; }
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void SetDespawnAtEnd(bool despawn) { _despawnAtEnd = despawn; }
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void SetDespawnAtFar(bool despawn) { _despawnAtFar = despawn; }
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bool GetAttack() const { return _activeAttacker; } // used in EnterEvadeMode override
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void SetCanAttack(bool attack) { _activeAttacker = attack; }
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ObjectGuid GetEventStarterGUID() const { return _playerGUID; }
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virtual bool IsEscortNPC(bool isEscorting) const override;
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protected:
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Player* GetPlayerForEscort();
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@@ -38,110 +38,19 @@ enum Points
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POINT_COMBAT_START = 0xFFFFFF
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};
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FollowerAI::FollowerAI(Creature* creature) : ScriptedAI(creature),
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m_uiUpdateFollowTimer(2500),
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m_uiFollowState(STATE_FOLLOW_NONE),
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m_pQuestForFollow(nullptr)
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{ }
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void FollowerAI::AttackStart(Unit* who)
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{
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if (!who)
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return;
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if (me->Attack(who, true))
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{
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me->AddThreat(who, 0.0f);
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me->SetInCombatWith(who);
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who->SetInCombatWith(me);
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if (me->HasUnitState(UNIT_STATE_FOLLOW))
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me->ClearUnitState(UNIT_STATE_FOLLOW);
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if (IsCombatMovementAllowed())
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me->GetMotionMaster()->MoveChase(who);
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}
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}
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//This part provides assistance to a player that are attacked by who, even if out of normal aggro range
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//It will cause me to attack who that are attacking _any_ player (which has been confirmed may happen also on offi)
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//The flag (type_flag) is unconfirmed, but used here for further research and is a good candidate.
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bool FollowerAI::AssistPlayerInCombatAgainst(Unit* who)
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{
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if (!who || !who->GetVictim())
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return false;
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//experimental (unknown) flag not present
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if (!(me->GetCreatureTemplate()->type_flags & CREATURE_TYPE_FLAG_CAN_ASSIST))
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return false;
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//not a player
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if (!who->EnsureVictim()->GetCharmerOrOwnerPlayerOrPlayerItself())
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return false;
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//never attack friendly
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if (me->IsFriendlyTo(who))
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return false;
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//too far away and no free sight?
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if (me->IsWithinDistInMap(who, MAX_PLAYER_DISTANCE) && me->IsWithinLOSInMap(who))
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{
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//already fighting someone?
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if (!me->GetVictim())
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{
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AttackStart(who);
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return true;
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}
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else
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{
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who->SetInCombatWith(me);
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me->AddThreat(who, 0.0f);
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return true;
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}
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}
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return false;
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}
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FollowerAI::FollowerAI(Creature* creature) : ScriptedAI(creature), _updateFollowTimer(2500), _followState(STATE_FOLLOW_NONE), _questForFollow(0) { }
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void FollowerAI::MoveInLineOfSight(Unit* who)
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{
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if (me->HasReactState(REACT_AGGRESSIVE) && !me->HasUnitState(UNIT_STATE_STUNNED) && who->isTargetableForAttack() && who->isInAccessiblePlaceFor(me))
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{
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if (HasFollowState(STATE_FOLLOW_INPROGRESS) && AssistPlayerInCombatAgainst(who))
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return;
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if (HasFollowState(STATE_FOLLOW_INPROGRESS) && !ShouldAssistPlayerInCombatAgainst(who))
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return;
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if (!me->CanFly() && me->GetDistanceZ(who) > CREATURE_Z_ATTACK_RANGE)
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return;
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if (me->IsHostileTo(who))
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{
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float fAttackRadius = me->GetAttackDistance(who);
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if (me->IsWithinDistInMap(who, fAttackRadius) && me->IsWithinLOSInMap(who))
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{
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if (!me->GetVictim())
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{
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// Clear distracted state on combat
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if (me->HasUnitState(UNIT_STATE_DISTRACTED))
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{
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me->ClearUnitState(UNIT_STATE_DISTRACTED);
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me->GetMotionMaster()->Clear();
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}
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AttackStart(who);
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}
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else if (me->GetMap()->IsDungeon())
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{
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who->SetInCombatWith(me);
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me->AddThreat(who, 0.0f);
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}
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}
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}
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}
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ScriptedAI::MoveInLineOfSight(who);
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}
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void FollowerAI::JustDied(Unit* /*killer*/)
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{
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if (!HasFollowState(STATE_FOLLOW_INPROGRESS) || !m_uiLeaderGUID || !m_pQuestForFollow)
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if (!HasFollowState(STATE_FOLLOW_INPROGRESS) || !_leaderGUID || !_questForFollow)
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return;
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/// @todo need a better check for quests with time limit.
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@@ -152,58 +61,38 @@ void FollowerAI::JustDied(Unit* /*killer*/)
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for (GroupReference* groupRef = group->GetFirstMember(); groupRef != nullptr; groupRef = groupRef->next())
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if (Player* member = groupRef->GetSource())
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if (member->IsInMap(player))
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member->FailQuest(m_pQuestForFollow->GetQuestId());
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member->FailQuest(_questForFollow);
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}
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else
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player->FailQuest(m_pQuestForFollow->GetQuestId());
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player->FailQuest(_questForFollow);
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}
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}
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void FollowerAI::JustAppeared()
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void FollowerAI::JustReachedHome()
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{
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m_uiFollowState = STATE_FOLLOW_NONE;
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if (!HasFollowState(STATE_FOLLOW_INPROGRESS))
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return;
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if (!IsCombatMovementAllowed())
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SetCombatMovement(true);
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if (me->GetFaction() != me->GetCreatureTemplate()->faction)
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me->SetFaction(me->GetCreatureTemplate()->faction);
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Reset();
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}
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void FollowerAI::EnterEvadeMode(EvadeReason /*why*/)
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{
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me->RemoveAllAuras();
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me->DeleteThreatList();
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me->CombatStop(true);
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me->SetLootRecipient(nullptr);
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if (HasFollowState(STATE_FOLLOW_INPROGRESS))
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if (Player* player = GetLeaderForFollower())
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{
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TC_LOG_DEBUG("scripts", "FollowerAI left combat, returning to CombatStartPosition.");
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if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == CHASE_MOTION_TYPE)
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{
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float fPosX, fPosY, fPosZ;
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me->GetPosition(fPosX, fPosY, fPosZ);
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me->GetMotionMaster()->MovePoint(POINT_COMBAT_START, fPosX, fPosY, fPosZ);
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}
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if (HasFollowState(STATE_FOLLOW_PAUSED))
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return;
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me->GetMotionMaster()->MoveFollow(player, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
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}
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else
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{
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if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == CHASE_MOTION_TYPE)
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me->GetMotionMaster()->MoveTargetedHome();
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}
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Reset();
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me->DespawnOrUnsummon();
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}
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void FollowerAI::OwnerAttackedBy(Unit* other)
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{
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if (!me->HasReactState(REACT_PASSIVE) && ShouldAssistPlayerInCombatAgainst(other))
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AttackStart(other);
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}
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void FollowerAI::UpdateAI(uint32 uiDiff)
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{
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if (HasFollowState(STATE_FOLLOW_INPROGRESS) && !me->GetVictim())
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{
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if (m_uiUpdateFollowTimer <= uiDiff)
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if (_updateFollowTimer <= uiDiff)
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{
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if (HasFollowState(STATE_FOLLOW_COMPLETE) && !HasFollowState(STATE_FOLLOW_POSTEVENT))
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{
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@@ -212,49 +101,51 @@ void FollowerAI::UpdateAI(uint32 uiDiff)
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return;
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}
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bool bIsMaxRangeExceeded = true;
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bool maxRangeExceeded = true;
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bool questAbandoned = (_questForFollow != 0);
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if (Player* player = GetLeaderForFollower())
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{
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if (HasFollowState(STATE_FOLLOW_RETURNING))
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{
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TC_LOG_DEBUG("scripts", "FollowerAI is returning to leader.");
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RemoveFollowState(STATE_FOLLOW_RETURNING);
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me->GetMotionMaster()->MoveFollow(player, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
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return;
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}
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if (Group* group = player->GetGroup())
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{
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for (GroupReference* groupRef = group->GetFirstMember(); groupRef != nullptr; groupRef = groupRef->next())
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for (GroupReference* groupRef = group->GetFirstMember(); groupRef && (maxRangeExceeded || questAbandoned); groupRef = groupRef->next())
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{
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Player* member = groupRef->GetSource();
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if (member && me->IsWithinDistInMap(member, MAX_PLAYER_DISTANCE))
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if (!member)
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continue;
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if (maxRangeExceeded && me->IsWithinDistInMap(member, MAX_PLAYER_DISTANCE))
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maxRangeExceeded = false;
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if (questAbandoned)
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{
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bIsMaxRangeExceeded = false;
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break;
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QuestStatus status = member->GetQuestStatus(_questForFollow);
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if ((status == QUEST_STATUS_COMPLETE) || (status == QUEST_STATUS_INCOMPLETE))
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questAbandoned = false;
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}
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}
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}
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else
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{
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if (me->IsWithinDistInMap(player, MAX_PLAYER_DISTANCE))
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bIsMaxRangeExceeded = false;
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maxRangeExceeded = false;
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if (questAbandoned)
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{
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QuestStatus status = player->GetQuestStatus(_questForFollow);
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if ((status == QUEST_STATUS_COMPLETE) || (status == QUEST_STATUS_INCOMPLETE))
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questAbandoned = false;
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}
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}
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}
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if (bIsMaxRangeExceeded)
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if (maxRangeExceeded || questAbandoned)
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{
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TC_LOG_DEBUG("scripts", "FollowerAI failed because player/group was to far away or not found");
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TC_LOG_DEBUG("scripts.ai.followerai", "FollowerAI::UpdateAI: failed because player/group was to far away or not found (%s)", me->GetGUID().ToString().c_str());
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me->DespawnOrUnsummon();
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return;
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}
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m_uiUpdateFollowTimer = 1000;
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_updateFollowTimer = 1000;
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}
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else
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m_uiUpdateFollowTimer -= uiDiff;
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_updateFollowTimer -= uiDiff;
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}
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UpdateFollowerAI(uiDiff);
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@@ -268,25 +159,17 @@ void FollowerAI::UpdateFollowerAI(uint32 /*uiDiff*/)
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DoMeleeAttackIfReady();
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}
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void FollowerAI::MovementInform(uint32 motionType, uint32 pointId)
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void FollowerAI::StartFollow(Player* player, uint32 factionForFollower, uint32 quest)
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{
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if (motionType != POINT_MOTION_TYPE || !HasFollowState(STATE_FOLLOW_INPROGRESS))
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return;
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if (pointId == POINT_COMBAT_START)
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if (Map* map = me->GetMap())
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{
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if (GetLeaderForFollower())
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if (CreatureData const* cdata = me->GetCreatureData())
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{
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if (!HasFollowState(STATE_FOLLOW_PAUSED))
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AddFollowState(STATE_FOLLOW_RETURNING);
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if (sWorld->getBoolConfig(CONFIG_RESPAWN_DYNAMIC_ESCORTNPC) && (cdata->spawnGroupData->flags & SPAWNGROUP_FLAG_ESCORTQUESTNPC))
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me->SaveRespawnTime(me->GetRespawnDelay());
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}
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else
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me->DespawnOrUnsummon();
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}
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}
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void FollowerAI::StartFollow(Player* player, uint32 factionForFollower, const Quest* quest)
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{
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if (me->GetVictim())
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{
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TC_LOG_DEBUG("scripts", "FollowerAI attempt to StartFollow while in combat.");
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@@ -299,13 +182,13 @@ void FollowerAI::StartFollow(Player* player, uint32 factionForFollower, const Qu
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return;
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}
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//set variables
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m_uiLeaderGUID = player->GetGUID();
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// set variables
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_leaderGUID = player->GetGUID();
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if (factionForFollower)
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me->SetFaction(factionForFollower);
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m_pQuestForFollow = quest;
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_questForFollow = quest;
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if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == WAYPOINT_MOTION_TYPE)
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{
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@@ -320,12 +203,12 @@ void FollowerAI::StartFollow(Player* player, uint32 factionForFollower, const Qu
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me->GetMotionMaster()->MoveFollow(player, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
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TC_LOG_DEBUG("scripts", "FollowerAI start follow %s (%s)", player->GetName().c_str(), m_uiLeaderGUID.ToString().c_str());
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TC_LOG_DEBUG("scripts.ai.followerai", "FollowerAI::StartFollow: start follow %s - %s (%s)", player->GetName().c_str(), _leaderGUID.ToString().c_str(), me->GetGUID().ToString().c_str());
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}
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Player* FollowerAI::GetLeaderForFollower()
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{
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if (Player* player = ObjectAccessor::GetPlayer(*me, m_uiLeaderGUID))
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if (Player* player = ObjectAccessor::GetPlayer(*me, _leaderGUID))
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{
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if (player->IsAlive())
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return player;
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@@ -339,7 +222,7 @@ Player* FollowerAI::GetLeaderForFollower()
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if (member && me->IsWithinDistInMap(member, MAX_PLAYER_DISTANCE) && member->IsAlive())
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{
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TC_LOG_DEBUG("scripts", "FollowerAI GetLeader changed and returned new leader.");
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m_uiLeaderGUID = member->GetGUID();
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_leaderGUID = member->GetGUID();
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return member;
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}
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}
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@@ -399,3 +282,37 @@ void FollowerAI::SetFollowPaused(bool paused)
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me->GetMotionMaster()->MoveFollow(leader, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
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}
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}
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bool FollowerAI::ShouldAssistPlayerInCombatAgainst(Unit* who) const
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{
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if (!who || !who->GetVictim())
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return false;
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// experimental (unknown) flag not present
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if (!(me->GetCreatureTemplate()->type_flags & CREATURE_TYPE_FLAG_CAN_ASSIST))
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return false;
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if (!who->isInAccessiblePlaceFor(me))
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return false;
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if (!CanAIAttack(who))
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return false;
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// we cannot attack in evade mode
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if (me->IsInEvadeMode())
|
||||
return false;
|
||||
|
||||
// or if enemy is in evade mode
|
||||
if (who->GetTypeId() == TYPEID_UNIT && who->ToCreature()->IsInEvadeMode())
|
||||
return false;
|
||||
|
||||
// never attack friendly
|
||||
if (me->IsFriendlyTo(who))
|
||||
return false;
|
||||
|
||||
// too far away and no free sight
|
||||
if (!me->IsWithinDistInMap(who, MAX_PLAYER_DISTANCE) || !me->IsWithinLOSInMap(who))
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -20,18 +20,18 @@
|
||||
|
||||
#include "ScriptedCreature.h"
|
||||
#include "ScriptSystem.h"
|
||||
#include "World.h"
|
||||
|
||||
class Quest;
|
||||
|
||||
enum eFollowState
|
||||
enum FollowerState : uint32
|
||||
{
|
||||
STATE_FOLLOW_NONE = 0x000,
|
||||
STATE_FOLLOW_INPROGRESS = 0x001, //must always have this state for any follow
|
||||
STATE_FOLLOW_RETURNING = 0x002, //when returning to combat start after being in combat
|
||||
STATE_FOLLOW_PAUSED = 0x004, //disables following
|
||||
STATE_FOLLOW_COMPLETE = 0x008, //follow is completed and may end
|
||||
STATE_FOLLOW_PREEVENT = 0x010, //not implemented (allow pre event to run, before follow is initiated)
|
||||
STATE_FOLLOW_POSTEVENT = 0x020 //can be set at complete and allow post event to run
|
||||
STATE_FOLLOW_INPROGRESS = 0x001, // must always have this state for any follow
|
||||
STATE_FOLLOW_PAUSED = 0x002, // disables following
|
||||
STATE_FOLLOW_COMPLETE = 0x004, // follow is completed and may end
|
||||
STATE_FOLLOW_PREEVENT = 0x008, // not implemented (allow pre event to run, before follow is initiated)
|
||||
STATE_FOLLOW_POSTEVENT = 0x010 // can be set at complete and allow post event to run
|
||||
};
|
||||
|
||||
class TC_GAME_API FollowerAI : public ScriptedAI
|
||||
@@ -40,42 +40,38 @@ class TC_GAME_API FollowerAI : public ScriptedAI
|
||||
explicit FollowerAI(Creature* creature);
|
||||
~FollowerAI() { }
|
||||
|
||||
void MovementInform(uint32 motionType, uint32 pointId) override;
|
||||
|
||||
void AttackStart(Unit*) override;
|
||||
|
||||
void MoveInLineOfSight(Unit*) override;
|
||||
|
||||
void EnterEvadeMode(EvadeReason /*why*/ = EVADE_REASON_OTHER) override;
|
||||
|
||||
void JustDied(Unit*) override;
|
||||
void JustReachedHome() override;
|
||||
void OwnerAttackedBy(Unit* other) override;
|
||||
|
||||
void JustAppeared() override;
|
||||
//the "internal" update, calls UpdateFollowerAI()
|
||||
void UpdateAI(uint32) override;
|
||||
|
||||
void UpdateAI(uint32) override; //the "internal" update, calls UpdateFollowerAI()
|
||||
virtual void UpdateFollowerAI(uint32); //used when it's needed to add code in update (abilities, scripted events, etc)
|
||||
//used when it's needed to add code in update (abilities, scripted events, etc)
|
||||
virtual void UpdateFollowerAI(uint32);
|
||||
|
||||
void StartFollow(Player* player, uint32 factionForFollower = 0, Quest const* quest = nullptr);
|
||||
void StartFollow(Player* player, uint32 factionForFollower = 0, uint32 quest = 0);
|
||||
|
||||
void SetFollowPaused(bool bPaused); //if special event require follow mode to hold/resume during the follow
|
||||
void SetFollowComplete(bool bWithEndEvent = false);
|
||||
//if special event require follow mode to hold/resume during the follow
|
||||
void SetFollowPaused(bool paused);
|
||||
void SetFollowComplete(bool withEndEvent = false);
|
||||
|
||||
bool HasFollowState(uint32 uiFollowState) { return (m_uiFollowState & uiFollowState) != 0; }
|
||||
bool IsEscorted() const override { return HasFollowState(STATE_FOLLOW_INPROGRESS); }
|
||||
bool HasFollowState(uint32 followState) const { return (_followState & followState) != 0; }
|
||||
|
||||
protected:
|
||||
Player* GetLeaderForFollower();
|
||||
|
||||
private:
|
||||
void AddFollowState(uint32 uiFollowState) { m_uiFollowState |= uiFollowState; }
|
||||
void RemoveFollowState(uint32 uiFollowState) { m_uiFollowState &= ~uiFollowState; }
|
||||
void AddFollowState(uint32 followState) { _followState |= followState; }
|
||||
void RemoveFollowState(uint32 followState) { _followState &= ~followState; }
|
||||
bool ShouldAssistPlayerInCombatAgainst(Unit* who) const;
|
||||
|
||||
bool AssistPlayerInCombatAgainst(Unit* who);
|
||||
|
||||
ObjectGuid m_uiLeaderGUID;
|
||||
uint32 m_uiUpdateFollowTimer;
|
||||
uint32 m_uiFollowState;
|
||||
|
||||
Quest const* m_pQuestForFollow; //normally we have a quest
|
||||
ObjectGuid _leaderGUID;
|
||||
uint32 _updateFollowTimer;
|
||||
uint32 _followState;
|
||||
uint32 _questForFollow;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
@@ -57,6 +57,7 @@ void AddSC_tele_commandscript();
|
||||
void AddSC_ticket_commandscript();
|
||||
void AddSC_titles_commandscript();
|
||||
void AddSC_wp_commandscript();
|
||||
void AddSC_dev_commandscript();
|
||||
|
||||
// The name of this function should match:
|
||||
// void Add${NameOfDirectory}Scripts()
|
||||
@@ -103,4 +104,5 @@ void AddCommandsScripts()
|
||||
AddSC_ticket_commandscript();
|
||||
AddSC_titles_commandscript();
|
||||
AddSC_wp_commandscript();
|
||||
AddSC_dev_commandscript();
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user