diff options
author | Treeston <treeston.mmoc@gmail.com> | 2018-02-14 02:23:55 +0100 |
---|---|---|
committer | Shauren <shauren.trinity@gmail.com> | 2021-06-20 22:10:08 +0200 |
commit | 168be492f5924d306a90e7f8dfd86a6c547da3d7 (patch) | |
tree | a7b44f58a5debcc2ff3cea489db836af7dcd72dd | |
parent | 19ed9c971f3a016ac4760149610a86724e04f1f6 (diff) |
Entities/GO: Add forceRespawnTimer support to DespawnOrUnsummon. Use it in SAI.
(cherry picked from commit 264d4e1d30debcf6feacee3d29982875672a7bbe)
-rw-r--r-- | src/server/game/AI/SmartScripts/SmartAI.cpp | 3 | ||||
-rw-r--r-- | src/server/game/AI/SmartScripts/SmartAI.h | 5 | ||||
-rw-r--r-- | src/server/game/AI/SmartScripts/SmartScript.cpp | 18 | ||||
-rw-r--r-- | src/server/game/AI/SmartScripts/SmartScriptMgr.h | 2 | ||||
-rw-r--r-- | src/server/game/Entities/GameObject/GameObject.cpp | 14 | ||||
-rw-r--r-- | src/server/game/Entities/GameObject/GameObject.h | 3 |
6 files changed, 21 insertions, 24 deletions
diff --git a/src/server/game/AI/SmartScripts/SmartAI.cpp b/src/server/game/AI/SmartScripts/SmartAI.cpp index 364013eaea3..c617fc6b315 100644 --- a/src/server/game/AI/SmartScripts/SmartAI.cpp +++ b/src/server/game/AI/SmartScripts/SmartAI.cpp @@ -518,7 +518,6 @@ void SmartAI::InitializeAI() GetScript()->OnInitialize(me); mDespawnTime = 0; - mRespawnTime = 0; mDespawnState = 0; _escortState = SMART_ESCORT_NONE; @@ -962,7 +961,7 @@ void SmartAI::UpdateDespawn(uint32 diff) mDespawnState++; } else - me->DespawnOrUnsummon(0, Seconds(mRespawnTime)); + me->DespawnOrUnsummon(); } else mDespawnTime -= diff; diff --git a/src/server/game/AI/SmartScripts/SmartAI.h b/src/server/game/AI/SmartScripts/SmartAI.h index 54266d065cd..4871c0ff0ce 100644 --- a/src/server/game/AI/SmartScripts/SmartAI.h +++ b/src/server/game/AI/SmartScripts/SmartAI.h @@ -178,13 +178,11 @@ class TC_GAME_API SmartAI : public CreatureAI void QuestReward(Player* player, Quest const* quest, LootItemType type, uint32 opt) override; void OnGameEvent(bool start, uint16 eventId) override; - void SetDespawnTime (uint32 t, uint32 r = 0) + void SetDespawnTime (uint32 t) { mDespawnTime = t; - mRespawnTime = r; mDespawnState = t ? 1 : 0; } - void StartDespawn() { mDespawnState = 2; } void OnSpellClick(Unit* clicker, bool& result) override; @@ -233,7 +231,6 @@ class TC_GAME_API SmartAI : public CreatureAI uint32 mInvincibilityHpLevel; uint32 mDespawnTime; - uint32 mRespawnTime; uint32 mDespawnState; // Vehicle conditions diff --git a/src/server/game/AI/SmartScripts/SmartScript.cpp b/src/server/game/AI/SmartScripts/SmartScript.cpp index 976491c65be..87de7423f74 100644 --- a/src/server/game/AI/SmartScripts/SmartScript.cpp +++ b/src/server/game/AI/SmartScripts/SmartScript.cpp @@ -1043,22 +1043,18 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u case SMART_ACTION_FORCE_DESPAWN: { // there should be at least a world update tick before despawn, to avoid breaking linked actions - int32 const respawnDelay = std::max<int32>(e.action.forceDespawn.delay, 1); + Milliseconds despawnDelay(e.action.forceDespawn.delay); + if (despawnDelay <= 0ms) + despawnDelay = 1ms; + + Seconds forceRespawnTimer(e.action.forceDespawn.forceRespawnTimer); for (WorldObject* target : targets) { if (Creature* creature = target->ToCreature()) - { - if (SmartAI* smartAI = CAST_AI(SmartAI, creature->AI())) - { - smartAI->SetDespawnTime(respawnDelay); - smartAI->StartDespawn(); - } - else - creature->DespawnOrUnsummon(respawnDelay); - } + creature->DespawnOrUnsummon(despawnDelay, forceRespawnTimer); else if (GameObject* goTarget = target->ToGameObject()) - goTarget->DespawnOrUnsummon(Milliseconds(respawnDelay)); + goTarget->DespawnOrUnsummon(despawnDelay, forceRespawnTimer); } break; } diff --git a/src/server/game/AI/SmartScripts/SmartScriptMgr.h b/src/server/game/AI/SmartScripts/SmartScriptMgr.h index a5166ea0463..424e1c92f2f 100644 --- a/src/server/game/AI/SmartScripts/SmartScriptMgr.h +++ b/src/server/game/AI/SmartScripts/SmartScriptMgr.h @@ -810,7 +810,7 @@ struct SmartAction struct { uint32 delay; - uint32 respawn; + uint32 forceRespawnTimer; } forceDespawn; struct diff --git a/src/server/game/Entities/GameObject/GameObject.cpp b/src/server/game/Entities/GameObject/GameObject.cpp index 0dfb70f1a9c..3f62d08954d 100644 --- a/src/server/game/Entities/GameObject/GameObject.cpp +++ b/src/server/game/Entities/GameObject/GameObject.cpp @@ -524,7 +524,7 @@ void GameObject::Update(uint32 diff) if (m_despawnDelay > diff) m_despawnDelay -= diff; else - DespawnOrUnsummon(); + DespawnOrUnsummon(0ms, m_despawnRespawnTime); } switch (m_lootState) @@ -954,17 +954,21 @@ void GameObject::AddUniqueUse(Player* player) m_unique_users.insert(player->GetGUID()); } -void GameObject::DespawnOrUnsummon(Milliseconds const& delay) +void GameObject::DespawnOrUnsummon(Milliseconds const& delay, Seconds const& forceRespawnTime) { - if (delay > Milliseconds::zero()) + if (delay > 0ms) { if (!m_despawnDelay || m_despawnDelay > delay.count()) + { m_despawnDelay = delay.count(); + m_despawnRespawnTime = forceRespawnTime; + } } else { - if (m_goData && m_respawnDelayTime) - SaveRespawnTime(m_respawnDelayTime); + uint32 const respawnDelay = (forceRespawnTime > 0s) ? forceRespawnTime.count() : m_respawnDelayTime; + if (m_goData && respawnDelay) + SaveRespawnTime(respawnDelay); Delete(); } } diff --git a/src/server/game/Entities/GameObject/GameObject.h b/src/server/game/Entities/GameObject/GameObject.h index 0a59323fe5c..42979d3f8ab 100644 --- a/src/server/game/Entities/GameObject/GameObject.h +++ b/src/server/game/Entities/GameObject/GameObject.h @@ -164,7 +164,7 @@ class TC_GAME_API GameObject : public WorldObject, public GridObject<GameObject> void SetSpawnedByDefault(bool b) { m_spawnedByDefault = b; } uint32 GetRespawnDelay() const { return m_respawnDelayTime; } void Refresh(); - void DespawnOrUnsummon(Milliseconds const& delay = 0ms); + void DespawnOrUnsummon(Milliseconds const& delay = 0ms, Seconds const& forceRespawnTime = 0s); void Delete(); void SendGameObjectDespawn(); void getFishLoot(Loot* loot, Player* loot_owner); @@ -318,6 +318,7 @@ class TC_GAME_API GameObject : public WorldObject, public GridObject<GameObject> time_t m_respawnTime; // (secs) time of next respawn (or despawn if GO have owner()), uint32 m_respawnDelayTime; // (secs) if 0 then current GO state no dependent from timer uint32 m_despawnDelay; + Seconds m_despawnRespawnTime; // override respawn time after delayed despawn LootState m_lootState; ObjectGuid m_lootStateUnitGUID; // GUID of the unit passed with SetLootState(LootState, Unit*) bool m_spawnedByDefault; |