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Core/SmartAI: Various fixes and extensions for smart scripts: (#18673)
- Possible crashes fixed - Memory leak fixed - Implemented checking of vehicle conditions - Extended eventphasemask to 12 bits (sql required to change DB field type) - SMART_EVENT_GOSSIP_HELLO - added possibility to detect for gameobject reportUse call - Renamed action SMART_ACTION_SET_FLY to SMART_ACTION_SET_DISABLE_GRAVITY (to reflect actual functionality) - Added targetsLimit to action SMART_ACTION_CAST and SMART_ACTION_INVOKER_CAST to limit max amount of targets (selected randomly) - Action SMART_ACTION_TALK corrected to always work as intended - Properly call GroupEventHappens in action SMART_ACTION_CALL_GROUPEVENTHAPPENS if invoker was charmed or owned by the player - Properly utilize followAngle in action SMART_ACTION_FOLLOW (db orientation should be in degrees), but keep backward compatibility - Added action SMART_ACTION_SET_CAN_FLY (119) 0/1 - Added action SMART_ACTION_REMOVE_AURAS_BY_TYPE (120) AuraType, can be used to exit vehicle for example - Added action SMART_ACTION_SET_SIGHT_DIST (121) sightDist - Added action SMART_ACTION_FLEE (122) fleeTime - Added action SMART_ACTION_ADD_THREAT (123) +threat, -threat - Added action SMART_ACTION_LOAD_EQUIPMENT (124) equipmentId - Added action SMART_ACTION_TRIGGER_RANDOM_TIMED_EVENT (125) minId, maxId - Added action SMART_ACTION_REMOVE_ALL_GAMEOBJECTS (126), removes all owned gameobjects - Added action SMART_ACTION_STOP_MOTION (127), stopMoving, movementExpired - Extended target SMART_TARGET_HOSTILE_SECOND_AGGRO with following parameters maxdist, playerOnly, powerType + 1 - Extended target SMART_TARGET_HOSTILE_LAST_AGGRO with following parameters maxdist, playerOnly, powerType + 1 - Extended target SMART_TARGET_HOSTILE_RANDOM with following parameters maxdist, playerOnly, powerType + 1 - Extended target SMART_TARGET_HOSTILE_RANDOM_NOT_TOP with following parameters maxdist, playerOnly, powerType + 1 - Extended target SMART_TARGET_THREAT_LIST with maxdist - Extended target SMART_TARGET_OWNER_OR_SUMMONER to be able to get charmer/owner of current owner - Added new target SMART_TARGET_FARTHEST with maxDist, playerOnly, isInLos restrictions - Added SpellHit hook to GameObjectAI and extended SmartGameObjectAI to call SMART_EVENT_SPELLHIT when gameobject is hit by spell - Call GameObjectAI Reset hook on gameobject respawn (for ex. to reset one time events in smart scripts) - Fixed some logic errors in code - SmartAI Escorts properly despawn escortee if no players are in range - Disable Evading while charming creature with SmartAI - Don't call SMART_EVENT_RESPAWN for dead units before they actually respawn - Don't call SMART_EVENT_RESPAWN for not spawned gameobjects - Properly call SMART_EVENT_RESPAWN for gameobject respawn - Allow action SMART_ACTION_SET_IN_COMBAT_WITH_ZONE to utilize targetlist - Allow action SMART_ACTION_CALL_FOR_HELP to utilize targetList - Allow action SMART_ACTION_SET_INVINCIBILITY_HP_LEVEL to utilize targetList - Allow action SMART_ACTION_SET_VISIBILITY to utilize targetList - Allow action SMART_ACTION_SET_ACTIVE to utilize targetList - Allow action SMART_ACTION_ATTACK_START to select random attack target instead of first on the list - Allow gameobjects to summon gameobjects with action SMART_ACTION_SUMMON_GO - Properly store action invokers for action SMART_ACTION_WP_START, if no player invokers are found, distance despawn check won't be used - Allow action SMART_ACTION_WP_RESUME to compensate for the state the unit actually is in (eg. combat) - Allow action SMART_ACTION_MOVE_TO_POS to select random of the avaiable targets, not only the first one. - Allow action SMART_ACTION_MOVE_TO_POS to utilize x, y, z parameters as an offset to calculated coordinates - Action SMART_ACTION_RESPAWN_TARGET should never modify respawntime of already spawned gameobjects, use dedicated function - Properly delete ontime events created by SMART_ACTION_CREATE_TIMED_EVENT - If action could not be started because conditions were not satisfied, do not recalculate the waittime to action repeattime, use smaller value to recheck more frequently - Allow target SMART_TARGET_CLOSEST_PLAYER to be used by gameobjects - Allow target SMART_TARGET_OWNER_OR_SUMMONER to be used by gameobjects - Fixed SMART_EVENT_COUNTER_SET to be only called for the id that was incremented - Changed the way counters work - Protect PhaseInc from surpassing maximum phase - Added loading checks for missing NON_REPEATABLE flag if no repeatmin, repeatmax is set - Added spell validation for SMART_ACTION_CROSS_CAST
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@@ -2055,7 +2055,7 @@ Creature* WorldObject::SummonTrigger(float x, float y, float z, float ang, uint3
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TempSummonType summonType = (duration == 0) ? TEMPSUMMON_DEAD_DESPAWN : TEMPSUMMON_TIMED_DESPAWN;
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Creature* summon = SummonCreature(WORLD_TRIGGER, x, y, z, ang, summonType, duration);
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if (!summon)
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return NULL;
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return nullptr;
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//summon->SetName(GetName());
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if (GetTypeId() == TYPEID_PLAYER || GetTypeId() == TYPEID_UNIT)
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@@ -2094,7 +2094,7 @@ void WorldObject::SummonCreatureGroup(uint8 group, std::list<TempSummon*>* list
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Creature* WorldObject::FindNearestCreature(uint32 entry, float range, bool alive) const
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{
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Creature* creature = NULL;
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Creature* creature = nullptr;
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Trinity::NearestCreatureEntryWithLiveStateInObjectRangeCheck checker(*this, entry, alive, range);
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Trinity::CreatureLastSearcher<Trinity::NearestCreatureEntryWithLiveStateInObjectRangeCheck> searcher(this, creature, checker);
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VisitNearbyObject(range, searcher);
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@@ -2103,7 +2103,7 @@ Creature* WorldObject::FindNearestCreature(uint32 entry, float range, bool alive
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GameObject* WorldObject::FindNearestGameObject(uint32 entry, float range) const
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{
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GameObject* go = NULL;
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GameObject* go = nullptr;
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Trinity::NearestGameObjectEntryInObjectRangeCheck checker(*this, entry, range);
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Trinity::GameObjectLastSearcher<Trinity::NearestGameObjectEntryInObjectRangeCheck> searcher(this, go, checker);
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VisitNearbyGridObject(range, searcher);
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@@ -2112,13 +2112,24 @@ GameObject* WorldObject::FindNearestGameObject(uint32 entry, float range) const
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GameObject* WorldObject::FindNearestGameObjectOfType(GameobjectTypes type, float range) const
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{
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GameObject* go = NULL;
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GameObject* go = nullptr;
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Trinity::NearestGameObjectTypeInObjectRangeCheck checker(*this, type, range);
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Trinity::GameObjectLastSearcher<Trinity::NearestGameObjectTypeInObjectRangeCheck> searcher(this, go, checker);
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VisitNearbyGridObject(range, searcher);
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return go;
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}
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Player* WorldObject::SelectNearestPlayer(float distance) const
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{
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Player* target = nullptr;
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Trinity::NearestPlayerInObjectRangeCheck checker(this, distance);
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Trinity::PlayerLastSearcher<Trinity::NearestPlayerInObjectRangeCheck> searcher(this, target, checker);
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VisitNearbyObject(distance, searcher);
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return target;
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}
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template <typename Container>
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void WorldObject::GetGameObjectListWithEntryInGrid(Container& gameObjectContainer, uint32 entry, float maxSearchRange /*= 250.0f*/) const
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{
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@@ -2203,7 +2214,7 @@ void WorldObject::GetNearPoint(WorldObject const* /*searcher*/, float &x, float
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void WorldObject::GetClosePoint(float &x, float &y, float &z, float size, float distance2d /*= 0*/, float angle /*= 0*/) const
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{
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// angle calculated from current orientation
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GetNearPoint(NULL, x, y, z, size, distance2d, GetOrientation() + angle);
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GetNearPoint(nullptr, x, y, z, size, distance2d, GetOrientation() + angle);
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}
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Position WorldObject::GetNearPosition(float dist, float angle)
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