*Update creature AI functions.

--HG--
branch : trunk
This commit is contained in:
megamage
2009-05-11 11:46:48 -05:00
parent 5658963117
commit f631b2a2d6
9 changed files with 27 additions and 52 deletions

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@@ -12,10 +12,11 @@
#include "GridNotifiersImpl.h"
#include "Unit.h"
#include "GameObject.h"
#include "TemporarySummon.h"
#include "sc_creature.h"
#include "sc_gossip.h"
#include "sc_instance.h"
#include "AggressorAI.h"
#include "NullCreatureAI.h"
#ifdef WIN32
#include <windows.h>

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@@ -9,6 +9,7 @@
#include "Item.h"
#include "Spell.h"
#include "ObjectMgr.h"
#include "TemporarySummon.h"
// Spell summary for ScriptedAI::SelectSpell
struct TSpellSummary {
@@ -56,7 +57,10 @@ void SummonList::DespawnAll()
{
erase(begin());
summon->SetVisibility(VISIBILITY_OFF);
summon->setDeathState(JUST_DIED);
if(summon->HasSummonMask(SUMMON_MASK_SUMMON) && !summon->isPet())
((TempSummon*)summon)->UnSummon();
else
summon->setDeathState(JUST_DIED);
summon->RemoveCorpse();
}
}
@@ -109,26 +113,6 @@ void ScriptedAI::UpdateAI(const uint32 diff)
}
}
void ScriptedAI::EnterEvadeMode()
{
//m_creature->InterruptNonMeleeSpells(true);
m_creature->RemoveAllAuras();
m_creature->DeleteThreatList();
m_creature->CombatStop();
m_creature->LoadCreaturesAddon();
m_creature->SetLootRecipient(NULL);
if(m_creature->isAlive())
m_creature->GetMotionMaster()->MoveTargetedHome();
Reset();
}
void ScriptedAI::JustRespawned()
{
Reset();
}
void ScriptedAI::DoStartMovement(Unit* victim, float distance, float angle)
{
if (!victim)

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@@ -58,9 +58,6 @@ struct TRINITY_DLL_DECL ScriptedAI : public CreatureAI
void AttackStart(Unit *);
void AttackStart(Unit *, bool melee);
//Called at stoping attack by any attacker
void EnterEvadeMode();
// Called at any Damage from any attacker (before damage apply)
void DamageTaken(Unit *done_by, uint32 &damage) {}
@@ -85,9 +82,6 @@ struct TRINITY_DLL_DECL ScriptedAI : public CreatureAI
// Called when spell hits a target
void SpellHitTarget(Unit* target, const SpellEntry*) {}
// Called when creature is spawned or respawned (for reseting variables)
void JustRespawned();
//Called at waypoint reached or PointMovement end
void MovementInform(uint32 type, uint32 id){}
@@ -204,20 +198,6 @@ struct TRINITY_DLL_DECL Scripted_NoMovementAI : public ScriptedAI
void AttackStart(Unit *);
};
struct TRINITY_DLL_DECL NullCreatureAI : public ScriptedAI
{
NullCreatureAI(Creature* c) : ScriptedAI(c) {}
~NullCreatureAI() {}
void Reset() {}
void EnterCombat(Unit*) {}
void MoveInLineOfSight(Unit *) {}
void AttackStart(Unit *) {}
void EnterEvadeMode() {}
void UpdateAI(const uint32) {}
};
struct TRINITY_DLL_DECL BossAI : public ScriptedAI
{
BossAI(Creature *c, uint32 id) : ScriptedAI(c), bossId(id)

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@@ -53,7 +53,9 @@ EndScriptData */
struct TRINITY_DLL_DECL molten_flameAI : public NullCreatureAI
{
molten_flameAI(Creature *c) : NullCreatureAI(c)
molten_flameAI(Creature *c) : NullCreatureAI(c) {}
void InitializeAI()
{
float x, y, z;
me->GetNearPoint(me, x, y, z, 1, 50, M_PI*2*rand_norm());

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@@ -37,7 +37,7 @@ class TRINITY_DLL_DECL AggressorAI : public CreatureAI
typedef std::vector<uint32> SpellVct;
class TRINITY_DLL_DECL SpellAI : public CreatureAI
class TRINITY_DLL_SPEC SpellAI : public CreatureAI
{
public:
explicit SpellAI(Creature *c) : CreatureAI(c) {}

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@@ -112,6 +112,8 @@ void CreatureAI::EnterEvadeMode()
if(me->isAlive())
me->GetMotionMaster()->MoveTargetedHome();
Reset();
}
inline bool SelectTargetHelper(const Unit * me, const Unit * target, const bool &playerOnly, const float &dist, const int32 &aura)

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@@ -123,7 +123,7 @@ class TRINITY_DLL_SPEC CreatureAI : public UnitAI
//virtual void AttackedBy(Unit* attacker);
// Called when creature is spawned or respawned (for reseting variables)
virtual void JustRespawned() {}
virtual void JustRespawned() { Reset(); }
// Called at waypoint reached or point movement finished
virtual void MovementInform(uint32 /*MovementType*/, uint32 /*Data*/) {}

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@@ -28,35 +28,41 @@ class TRINITY_DLL_DECL PassiveAI : public CreatureAI
{
public:
explicit PassiveAI(Creature *c) : CreatureAI(c) {}
~PassiveAI() {}
void MoveInLineOfSight(Unit *) {}
void AttackStart(Unit *) {}
void UpdateAI(const uint32);
static int Permissible(const Creature *) { return PERMIT_BASE_IDLE; }
};
class TRINITY_DLL_DECL PossessedAI : public PassiveAI
class TRINITY_DLL_DECL PossessedAI : public CreatureAI
{
public:
explicit PossessedAI(Creature *c) : PassiveAI(c) {}
explicit PossessedAI(Creature *c) : CreatureAI(c) {}
void MoveInLineOfSight(Unit *) {}
void AttackStart(Unit *target);
void UpdateAI(const uint32);
void EnterEvadeMode() {}
void JustDied(Unit*);
void KilledUnit(Unit* victim);
static int Permissible(const Creature *) { return PERMIT_BASE_IDLE; }
};
class TRINITY_DLL_DECL NullCreatureAI : public PassiveAI
class TRINITY_DLL_DECL NullCreatureAI : public CreatureAI
{
public:
explicit NullCreatureAI(Creature *c) : PassiveAI(c) {}
explicit NullCreatureAI(Creature *c) : CreatureAI(c) {}
void MoveInLineOfSight(Unit *) {}
void AttackStart(Unit *) {}
void UpdateAI(const uint32) {}
void EnterEvadeMode() {}
static int Permissible(const Creature *) { return PERMIT_BASE_IDLE; }
};
class TRINITY_DLL_DECL CritterAI : public PassiveAI

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@@ -23,7 +23,7 @@
#include "Creature.h"
class TempSummon : public Creature
class TRINITY_DLL_SPEC TempSummon : public Creature
{
public:
explicit TempSummon(SummonPropertiesEntry const *properties, Unit *owner);