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Core/AI: some tweaks on boundary functionality:
- Moved SetBoundary to public scope to allow for greater flexibility (ie set from external script)
- Extended to allow checking inverted boundaries
(cherry picked from commit 6892404b27)
This commit is contained in:
@@ -44,7 +44,7 @@ void CreatureAI::OnCharmed(bool apply)
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AISpellInfoType* UnitAI::AISpellInfo;
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AISpellInfoType* GetAISpellInfo(uint32 i) { return &UnitAI::AISpellInfo[i]; }
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CreatureAI::CreatureAI(Creature* creature) : UnitAI(creature), me(creature), _boundary(nullptr), m_MoveInLineOfSight_locked(false)
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CreatureAI::CreatureAI(Creature* creature) : UnitAI(creature), me(creature), _boundary(nullptr), _negateBoundary(false), m_MoveInLineOfSight_locked(false)
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{
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}
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@@ -364,32 +364,28 @@ int32 CreatureAI::VisualizeBoundary(uint32 duration, Unit* owner, bool fill) con
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bool CreatureAI::CheckBoundary(Position const* who) const
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{
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if (!_boundary)
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return true;
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if (!who)
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who = me;
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if (_boundary)
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for (AreaBoundary const* areaBoundary : *_boundary)
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if (!areaBoundary->IsWithinBoundary(who))
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return false;
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return true;
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return (CreatureAI::IsInBounds(*_boundary, who) != _negateBoundary);
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}
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bool CreatureAI::IsInBounds(CreatureBoundary const* boundary, Position const* pos)
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bool CreatureAI::IsInBounds(CreatureBoundary const& boundary, Position const* pos)
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{
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if (!boundary)
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return true;
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for (AreaBoundary const* areaBoundary : *boundary)
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for (AreaBoundary const* areaBoundary : boundary)
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if (!areaBoundary->IsWithinBoundary(pos))
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return false;
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return true;
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}
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void CreatureAI::SetBoundary(CreatureBoundary const* boundary)
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void CreatureAI::SetBoundary(CreatureBoundary const* boundary, bool negateBoundaries /*= false*/)
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{
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_boundary = boundary;
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_negateBoundary = negateBoundaries;
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me->DoImmediateBoundaryCheck();
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}
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@@ -83,7 +83,6 @@ class TC_GAME_API CreatureAI : public UnitAI
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bool CheckBoundary(Position const* who = nullptr) const;
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void SetBoundary(CreatureBoundary const* boundary);
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public:
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enum EvadeReason
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{
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@@ -211,11 +210,12 @@ class TC_GAME_API CreatureAI : public UnitAI
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virtual PlayerAI* GetAIForCharmedPlayer(Player* /*who*/) { return nullptr; }
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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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int32 VisualizeBoundary(uint32 duration, Unit* owner = nullptr, bool fill = false) const;
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virtual bool CheckInRoom();
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CreatureBoundary const* GetBoundary() const { return _boundary; }
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void SetBoundary(CreatureBoundary const* boundary, bool negativeBoundaries = false);
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static bool IsInBounds(CreatureBoundary const* boundary, Position const* who);
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static bool IsInBounds(CreatureBoundary const& boundary, Position const* who);
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protected:
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virtual void MoveInLineOfSight(Unit* /*who*/);
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@@ -223,6 +223,7 @@ class TC_GAME_API CreatureAI : public UnitAI
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bool _EnterEvadeMode(EvadeReason why = EVADE_REASON_OTHER);
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CreatureBoundary const* _boundary;
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bool _negateBoundary;
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private:
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bool m_MoveInLineOfSight_locked;
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@@ -499,7 +499,7 @@ class npc_anubarak_anub_ar_assassin : public CreatureScript
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Position jumpTo;
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do
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jumpTo = GetRandomPositionAround(anubarak);
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while (!CreatureAI::IsInBounds(boundary, &jumpTo));
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while (!CreatureAI::IsInBounds(*boundary, &jumpTo));
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me->GetMotionMaster()->MoveJump(jumpTo, 40.0f, 40.0f);
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DoCastSelf(SPELL_ASSASSIN_VISUAL, true);
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}
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