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authorKudlaty <none@none>2009-07-24 05:27:49 +0200
committerKudlaty <none@none>2009-07-24 05:27:49 +0200
commit607dfaf8c9cf723a9a2244f88de506b609651341 (patch)
treebc905c394fd8a1fdf5cf6f3dadc505bbb259b78b /src/bindings/scripts/include
parentff1b2ed88c11927b8fdbfee34086e1c7dab05167 (diff)
Merge [SD2]
r1088 Add grid searcher class PlayerAtMinimumRangeAway and create ScriptedAI function GetPlayerAtMinimumRange that return player in grid with at least the defined range away from m_creature. r1089 Remove no longer needed grid search code and use function instead. - skip r1090 Rename and clarify function variables - skip r1091 Add two new grid search functions to return list of creature and gameobject. Remove unused class. r1092 Remove more grid search code in scripts and use functions instead. r1093 Remove obsolete grid search class and rename new to a more consistent name. r1094 Speed up functions GetCreature/GameObjectListWithEntryInGrid a bit --HG-- branch : trunk
Diffstat (limited to 'src/bindings/scripts/include')
-rw-r--r--src/bindings/scripts/include/sc_creature.cpp19
-rw-r--r--src/bindings/scripts/include/sc_creature.h4
2 files changed, 22 insertions, 1 deletions
diff --git a/src/bindings/scripts/include/sc_creature.cpp b/src/bindings/scripts/include/sc_creature.cpp
index 159fc4419ba..6083e4d4af5 100644
--- a/src/bindings/scripts/include/sc_creature.cpp
+++ b/src/bindings/scripts/include/sc_creature.cpp
@@ -533,6 +533,25 @@ std::list<Creature*> ScriptedAI::DoFindFriendlyMissingBuff(float range, uint32 s
return pList;
}
+Player* ScriptedAI::GetPlayerAtMinimumRange(float fMinimumRange)
+{
+ Player* pPlayer = NULL;
+
+ CellPair pair(Trinity::ComputeCellPair(m_creature->GetPositionX(), m_creature->GetPositionY()));
+ Cell cell(pair);
+ cell.data.Part.reserved = ALL_DISTRICT;
+ cell.SetNoCreate();
+
+ Trinity::PlayerAtMinimumRangeAway check(m_creature, fMinimumRange);
+ Trinity::PlayerSearcher<Trinity::PlayerAtMinimumRangeAway> searcher(m_creature, pPlayer, check);
+ TypeContainerVisitor<Trinity::PlayerSearcher<Trinity::PlayerAtMinimumRangeAway>, GridTypeMapContainer> visitor(searcher);
+
+ CellLock<GridReadGuard> cell_lock(cell, pair);
+ cell_lock->Visit(cell_lock, visitor, *(m_creature->GetMap()));
+
+ return pPlayer;
+}
+
void ScriptedAI::SetEquipmentSlots(bool bLoadDefault, int32 uiMainHand, int32 uiOffHand, int32 uiRanged)
{
if (bLoadDefault)
diff --git a/src/bindings/scripts/include/sc_creature.h b/src/bindings/scripts/include/sc_creature.h
index 13713a56100..7c57367332a 100644
--- a/src/bindings/scripts/include/sc_creature.h
+++ b/src/bindings/scripts/include/sc_creature.h
@@ -169,6 +169,9 @@ struct TRINITY_DLL_DECL ScriptedAI : public CreatureAI
//Returns a list of all friendly units missing a specific buff within range
std::list<Creature*> DoFindFriendlyMissingBuff(float range, uint32 spellid);
+ //Return a player with at least minimumRange from m_creature
+ Player* GetPlayerAtMinimumRange(float fMinimumRange);
+
//Spawns a creature relative to m_creature
Creature* DoSpawnCreature(uint32 id, float x, float y, float z, float angle, uint32 type, uint32 despawntime);
Creature *DoSummon(uint32 entry, const float pos[4], uint32 despawntime = 30000, TempSummonType type = TEMPSUMMON_CORPSE_TIMED_DESPAWN);
@@ -248,6 +251,5 @@ struct TRINITY_DLL_DECL BossAI : public ScriptedAI
//return closest creature alive in grid, with range from pSource
Creature* GetClosestCreatureWithEntry(WorldObject* pSource, uint32 Entry, float MaxSearchRange);
-
#endif