Game/AI: Implement new targettype SMART_TARGET_CLOSEST_UNSPAWNED_GAMEOBJECT (#24494)

* Game/AI: Implement new targettype SMART_TARGET_CLOSEST_UNSPAWNED_GAMEOBJECT which allows to search for closest unspawned gameobjects

* updates: https://github.com/TrinityCore/TrinityCore/issues/24067

* Game/AI: Implement new targettype SMART_TARGET_CLOSEST_UNSPAWNED_GAMEOBJECT which allows to search for closest unspawned gameobjects
This commit is contained in:
Rushor
2020-04-26 21:32:24 +02:00
committed by GitHub
parent a41bb4f77b
commit 2d948d3366
6 changed files with 46 additions and 2 deletions

View File

@@ -1947,7 +1947,8 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
e.GetTargetType() == SMART_TARGET_GAMEOBJECT_GUID || e.GetTargetType() == SMART_TARGET_GAMEOBJECT_DISTANCE ||
e.GetTargetType() == SMART_TARGET_CLOSEST_CREATURE || e.GetTargetType() == SMART_TARGET_CLOSEST_GAMEOBJECT ||
e.GetTargetType() == SMART_TARGET_OWNER_OR_SUMMONER || e.GetTargetType() == SMART_TARGET_ACTION_INVOKER ||
e.GetTargetType() == SMART_TARGET_CLOSEST_ENEMY || e.GetTargetType() == SMART_TARGET_CLOSEST_FRIENDLY)
e.GetTargetType() == SMART_TARGET_CLOSEST_ENEMY || e.GetTargetType() == SMART_TARGET_CLOSEST_FRIENDLY ||
e.GetTargetType() == SMART_TARGET_CLOSEST_UNSPAWNED_GAMEOBJECT)
{
target->ToCreature()->SetHomePosition(target->GetPositionX(), target->GetPositionY(), target->GetPositionZ(), target->GetOrientation());
}
@@ -2815,6 +2816,12 @@ void SmartScript::GetTargets(ObjectVector& targets, SmartScriptHolder const& e,
targets.push_back(u);
break;
}
case SMART_TARGET_CLOSEST_UNSPAWNED_GAMEOBJECT:
{
if (GameObject* target = baseObject->FindNearestUnspawnedGameObject(e.target.closest.entry, float(e.target.closest.dist ? e.target.closest.dist : 100)))
targets.push_back(target);
break;
}
case SMART_TARGET_POSITION:
case SMART_TARGET_NONE:
default: