mirror of
https://github.com/araxiaonline/TrinityCore.git
synced 2026-06-14 12:12:34 -04:00
645 lines
19 KiB
C++
645 lines
19 KiB
C++
/* Copyright (C) 2008-2010 Trinity <http://www.trinitycore.org/>
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*
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* Thanks to the original authors: ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
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*
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* This program is free software licensed under GPL version 2
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* Please see the included DOCS/LICENSE.TXT for more information */
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#include "ScriptPCH.h"
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#include "Item.h"
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#include "Spell.h"
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#include "ObjectMgr.h"
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#include "TemporarySummon.h"
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// Spell summary for ScriptedAI::SelectSpell
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struct TSpellSummary
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{
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uint8 Targets; // set of enum SelectTarget
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uint8 Effects; // set of enum SelectEffect
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} extern *SpellSummary;
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void SummonList::DoZoneInCombat(uint32 entry)
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{
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for (iterator i = begin(); i != end();)
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{
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Creature *summon = Unit::GetCreature(*me, *i);
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++i;
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if (summon && summon->IsAIEnabled
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&& (!entry || summon->GetEntry() == entry))
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summon->AI()->DoZoneInCombat();
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}
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}
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void SummonList::DoAction(uint32 entry, int32 info)
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{
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for (iterator i = begin(); i != end();)
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{
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Creature *summon = Unit::GetCreature(*me, *i);
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++i;
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if (summon && summon->IsAIEnabled
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&& (!entry || summon->GetEntry() == entry))
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summon->AI()->DoAction(info);
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}
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}
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void SummonList::DespawnEntry(uint32 entry)
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{
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for (iterator i = begin(); i != end();)
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{
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Creature *summon = Unit::GetCreature(*me, *i);
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if (!summon)
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erase(i++);
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else if (summon->GetEntry() == entry)
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{
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erase(i++);
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summon->setDeathState(JUST_DIED);
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summon->RemoveCorpse();
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}
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else
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++i;
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}
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}
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void SummonList::DespawnAll()
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{
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while (!empty())
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{
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Creature *summon = Unit::GetCreature(*me, *begin());
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if (!summon)
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erase(begin());
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else
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{
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erase(begin());
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if (summon->isSummon())
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{
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summon->DestroyForNearbyPlayers();
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CAST_SUM(summon)->UnSummon();
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}
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else
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summon->DisappearAndDie();
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}
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}
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}
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void SummonList::RemoveNotExisting()
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{
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for (iterator i = begin(); i != end();)
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{
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if (Unit::GetCreature(*me, *i))
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++i;
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else
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erase(i++);
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}
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}
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bool SummonList::HasEntry(uint32 entry)
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{
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for (iterator i = begin(); i != end();)
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{
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Creature* summon = Unit::GetCreature(*me, *i);
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if (!summon)
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erase(i++);
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else if (summon->GetEntry() == entry)
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return true;
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else
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++i;
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}
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return false;
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}
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ScriptedAI::ScriptedAI(Creature* pCreature) : CreatureAI(pCreature),
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me(pCreature),
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IsFleeing(false),
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_isCombatMovementAllowed(true),
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_evadeCheckCooldown(2500)
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{
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_isHeroic = me->GetMap()->IsHeroic();
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_difficulty = Difficulty(me->GetMap()->GetSpawnMode());
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}
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void ScriptedAI::AttackStartNoMove(Unit* pWho)
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{
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if (!pWho)
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return;
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if (me->Attack(pWho, false))
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DoStartNoMovement(pWho);
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}
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void ScriptedAI::UpdateAI(uint32 const /*diff*/)
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{
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//Check if we have a current target
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if (!UpdateVictim())
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return;
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if (me->isAttackReady())
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{
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//If we are within range melee the target
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if (me->IsWithinMeleeRange(me->getVictim()))
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{
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me->AttackerStateUpdate(me->getVictim());
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me->resetAttackTimer();
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}
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}
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}
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void ScriptedAI::DoStartMovement(Unit* pVictim, float fDistance, float fAngle)
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{
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if (pVictim)
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me->GetMotionMaster()->MoveChase(pVictim, fDistance, fAngle);
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}
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void ScriptedAI::DoStartNoMovement(Unit* pVictim)
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{
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if (!pVictim)
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return;
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me->GetMotionMaster()->MoveIdle();
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}
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void ScriptedAI::DoStopAttack()
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{
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if (me->getVictim())
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me->AttackStop();
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}
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void ScriptedAI::DoCastSpell(Unit* pTarget, SpellEntry const* pSpellInfo, bool bTriggered)
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{
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if (!pTarget || me->IsNonMeleeSpellCasted(false))
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return;
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me->StopMoving();
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me->CastSpell(pTarget, pSpellInfo, bTriggered);
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}
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void ScriptedAI::DoPlaySoundToSet(WorldObject* pSource, uint32 uiSoundId)
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{
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if (!pSource)
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return;
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if (!GetSoundEntriesStore()->LookupEntry(uiSoundId))
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{
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sLog->outError("TSCR: Invalid soundId %u used in DoPlaySoundToSet (Source: TypeId %u, GUID %u)", uiSoundId, pSource->GetTypeId(), pSource->GetGUIDLow());
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return;
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}
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pSource->PlayDirectSound(uiSoundId);
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}
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Creature* ScriptedAI::DoSpawnCreature(uint32 entry, float offsetX, float offsetY, float offsetZ, float angle, uint32 type, uint32 despawntime)
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{
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return me->SummonCreature(entry, me->GetPositionX() + offsetX, me->GetPositionY() + offsetY, me->GetPositionZ() + offsetZ, angle, TempSummonType(type), despawntime);
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}
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SpellEntry const* ScriptedAI::SelectSpell(Unit* target, uint32 school, uint32 mechanic, SelectTargetType targets, uint32 powerCostMin, uint32 powerCostMax, float rangeMin, float rangeMax, SelectEffect effects)
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{
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//No target so we can't cast
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if (!target)
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return false;
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//Silenced so we can't cast
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if (me->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SILENCED))
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return false;
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//Using the extended script system we first create a list of viable spells
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SpellEntry const* apSpell[CREATURE_MAX_SPELLS];
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memset(apSpell, 0, CREATURE_MAX_SPELLS * sizeof(SpellEntry*));
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uint32 spellCount = 0;
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SpellEntry const* tempSpell = NULL;
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SpellRangeEntry const* tempRange = NULL;
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//Check if each spell is viable(set it to null if not)
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for (uint32 i = 0; i < CREATURE_MAX_SPELLS; i++)
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{
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tempSpell = sSpellStore.LookupEntry(me->m_spells[i]);
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//This spell doesn't exist
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if (!tempSpell)
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continue;
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// Targets and Effects checked first as most used restrictions
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//Check the spell targets if specified
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if (targets && !(SpellSummary[me->m_spells[i]].Targets & (1 << (targets-1))))
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continue;
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//Check the type of spell if we are looking for a specific spell type
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if (effects && !(SpellSummary[me->m_spells[i]].Effects & (1 << (effects-1))))
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continue;
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//Check for school if specified
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if (school && (tempSpell->SchoolMask & school) == 0)
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continue;
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//Check for spell mechanic if specified
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if (mechanic && tempSpell->Mechanic != mechanic)
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continue;
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//Make sure that the spell uses the requested amount of power
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if (powerCostMin && tempSpell->manaCost < powerCostMin)
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continue;
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if (powerCostMax && tempSpell->manaCost > powerCostMax)
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continue;
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//Continue if we don't have the mana to actually cast this spell
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if (tempSpell->manaCost > me->GetPower(Powers(tempSpell->powerType)))
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continue;
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//Get the Range
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tempRange = GetSpellRangeStore()->LookupEntry(tempSpell->rangeIndex);
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//Spell has invalid range store so we can't use it
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if (!tempRange)
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continue;
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//Check if the spell meets our range requirements
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if (rangeMin && me->GetSpellMinRangeForTarget(target, tempRange) < rangeMin)
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continue;
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if (rangeMax && me->GetSpellMaxRangeForTarget(target, tempRange) > rangeMax)
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continue;
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//Check if our target is in range
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if (me->IsWithinDistInMap(target, float(me->GetSpellMinRangeForTarget(target, tempRange))) || !me->IsWithinDistInMap(target, float(me->GetSpellMaxRangeForTarget(target, tempRange))))
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continue;
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//All good so lets add it to the spell list
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apSpell[spellCount] = tempSpell;
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++spellCount;
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}
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//We got our usable spells so now lets randomly pick one
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if (!spellCount)
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return NULL;
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return apSpell[urand(0, spellCount - 1)];
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}
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bool ScriptedAI::CanCast(Unit* target, SpellEntry const* spell, bool triggered /*= false*/)
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{
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//No target so we can't cast
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if (!target || !spell)
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return false;
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//Silenced so we can't cast
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if (!triggered && me->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SILENCED))
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return false;
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//Check for power
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if (!triggered && me->GetPower(Powers(spell->powerType)) < spell->manaCost)
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return false;
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SpellRangeEntry const* tempRange = GetSpellRangeStore()->LookupEntry(spell->rangeIndex);
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//Spell has invalid range store so we can't use it
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if (!tempRange)
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return false;
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//Unit is out of range of this spell
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if (me->IsInRange(target, float(me->GetSpellMinRangeForTarget(target, tempRange)), float(me->GetSpellMaxRangeForTarget(target, tempRange))))
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return false;
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return true;
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}
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void ScriptedAI::DoResetThreat()
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{
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if (!me->CanHaveThreatList() || me->getThreatManager().isThreatListEmpty())
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{
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sLog->outError("TSCR: DoResetThreat called for creature that either cannot have threat list or has empty threat list (me entry = %d)", me->GetEntry());
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return;
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}
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std::list<HostileReference*>& threatlist = me->getThreatManager().getThreatList();
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for (std::list<HostileReference*>::iterator itr = threatlist.begin(); itr != threatlist.end(); ++itr)
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{
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Unit* pUnit = Unit::GetUnit((*me), (*itr)->getUnitGuid());
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if (pUnit && DoGetThreat(pUnit))
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DoModifyThreatPercent(pUnit, -100);
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}
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}
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float ScriptedAI::DoGetThreat(Unit* pUnit)
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{
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if (!pUnit) return 0.0f;
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return me->getThreatManager().getThreat(pUnit);
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}
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void ScriptedAI::DoModifyThreatPercent(Unit* pUnit, int32 pct)
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{
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if (!pUnit) return;
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me->getThreatManager().modifyThreatPercent(pUnit, pct);
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}
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void ScriptedAI::DoTeleportTo(float fX, float fY, float fZ, uint32 uiTime)
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{
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me->Relocate(fX, fY, fZ);
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me->SendMonsterMove(fX, fY, fZ, uiTime);
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}
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void ScriptedAI::DoTeleportTo(const float fPos[4])
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{
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me->NearTeleportTo(fPos[0], fPos[1], fPos[2], fPos[3]);
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}
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void ScriptedAI::DoTeleportPlayer(Unit* pUnit, float fX, float fY, float fZ, float fO)
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{
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if (!pUnit || pUnit->GetTypeId() != TYPEID_PLAYER)
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{
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if (pUnit)
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sLog->outError("TSCR: Creature " UI64FMTD " (Entry: %u) Tried to teleport non-player unit (Type: %u GUID: " UI64FMTD ") to x: %f y:%f z: %f o: %f. Aborted.", me->GetGUID(), me->GetEntry(), pUnit->GetTypeId(), pUnit->GetGUID(), fX, fY, fZ, fO);
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return;
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}
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CAST_PLR(pUnit)->TeleportTo(pUnit->GetMapId(), fX, fY, fZ, fO, TELE_TO_NOT_LEAVE_COMBAT);
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}
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void ScriptedAI::DoTeleportAll(float fX, float fY, float fZ, float fO)
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{
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Map *map = me->GetMap();
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if (!map->IsDungeon())
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return;
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Map::PlayerList const &PlayerList = map->GetPlayers();
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for (Map::PlayerList::const_iterator i = PlayerList.begin(); i != PlayerList.end(); ++i)
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if (Player* i_pl = i->getSource())
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if (i_pl->isAlive())
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i_pl->TeleportTo(me->GetMapId(), fX, fY, fZ, fO, TELE_TO_NOT_LEAVE_COMBAT);
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}
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Unit* ScriptedAI::DoSelectLowestHpFriendly(float fRange, uint32 uiMinHPDiff)
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{
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Unit* pUnit = NULL;
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Trinity::MostHPMissingInRange u_check(me, fRange, uiMinHPDiff);
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Trinity::UnitLastSearcher<Trinity::MostHPMissingInRange> searcher(me, pUnit, u_check);
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me->VisitNearbyObject(fRange, searcher);
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return pUnit;
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}
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std::list<Creature*> ScriptedAI::DoFindFriendlyCC(float fRange)
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{
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std::list<Creature*> pList;
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Trinity::FriendlyCCedInRange u_check(me, fRange);
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Trinity::CreatureListSearcher<Trinity::FriendlyCCedInRange> searcher(me, pList, u_check);
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me->VisitNearbyObject(fRange, searcher);
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return pList;
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}
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std::list<Creature*> ScriptedAI::DoFindFriendlyMissingBuff(float fRange, uint32 uiSpellid)
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{
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std::list<Creature*> pList;
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Trinity::FriendlyMissingBuffInRange u_check(me, fRange, uiSpellid);
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Trinity::CreatureListSearcher<Trinity::FriendlyMissingBuffInRange> searcher(me, pList, u_check);
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me->VisitNearbyObject(fRange, searcher);
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return pList;
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}
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Player* ScriptedAI::GetPlayerAtMinimumRange(float fMinimumRange)
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{
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Player* pPlayer = NULL;
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CellPair pair(Trinity::ComputeCellPair(me->GetPositionX(), me->GetPositionY()));
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Cell cell(pair);
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cell.data.Part.reserved = ALL_DISTRICT;
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cell.SetNoCreate();
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Trinity::PlayerAtMinimumRangeAway check(me, fMinimumRange);
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Trinity::PlayerSearcher<Trinity::PlayerAtMinimumRangeAway> searcher(me, pPlayer, check);
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TypeContainerVisitor<Trinity::PlayerSearcher<Trinity::PlayerAtMinimumRangeAway>, GridTypeMapContainer> visitor(searcher);
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cell.Visit(pair, visitor, *(me->GetMap()));
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return pPlayer;
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}
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void ScriptedAI::SetEquipmentSlots(bool loadDefault, int32 mainHand /*= EQUIP_NO_CHANGE*/, int32 offHand /*= EQUIP_NO_CHANGE*/, int32 ranged /*= EQUIP_NO_CHANGE*/)
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{
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if (loadDefault)
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{
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if (CreatureInfo const* creatureInfo = ObjectMgr::GetCreatureTemplate(me->GetEntry()))
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me->LoadEquipment(creatureInfo->equipmentId, true);
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return;
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}
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if (mainHand >= 0)
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me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 0, uint32(mainHand));
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if (offHand >= 0)
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me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 1, uint32(offHand));
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if (ranged >= 0)
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me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 2, uint32(ranged));
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}
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void ScriptedAI::SetCombatMovement(bool allowMovement)
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{
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_isCombatMovementAllowed = allowMovement;
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}
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enum eNPCs
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{
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NPC_BROODLORD = 12017,
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NPC_VOID_REAVER = 19516,
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NPC_JAN_ALAI = 23578,
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NPC_SARTHARION = 28860
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};
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// Hacklike storage used for misc creatures that are expected to evade of outside of a certain area.
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// It is assumed the information is found elswehere and can be handled by the core. So far no luck finding such information/way to extract it.
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bool ScriptedAI::EnterEvadeIfOutOfCombatArea(uint32 const diff)
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{
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if (_evadeCheckCooldown <= diff)
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_evadeCheckCooldown = 2500;
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else
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{
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_evadeCheckCooldown -= diff;
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return false;
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}
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if (me->IsInEvadeMode() || !me->getVictim())
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return false;
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float fX = me->GetPositionX();
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float fY = me->GetPositionY();
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float fZ = me->GetPositionZ();
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switch(me->GetEntry())
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{
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case NPC_BROODLORD: // broodlord (not move down stairs)
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if (fZ > 448.60f)
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return false;
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break;
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case NPC_VOID_REAVER: // void reaver (calculate from center of room)
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if (me->GetDistance2d(432.59f, 371.93f) < 105.0f)
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return false;
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break;
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case NPC_JAN_ALAI: // jan'alai (calculate by Z)
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if (fZ > 12.0f)
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return false;
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break;
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case NPC_SARTHARION: // sartharion (calculate box)
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if (fX > 3218.86f && fX < 3275.69f && fY < 572.40f && fY > 484.68f)
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return false;
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break;
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default:
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sLog->outError("TSCR: EnterEvadeIfOutOfCombatArea used for creature entry %u, but does not have any definition.", me->GetEntry());
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return false;
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}
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EnterEvadeMode();
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return true;
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}
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void Scripted_NoMovementAI::AttackStart(Unit* target)
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{
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if (!target)
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return;
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if (me->Attack(target, true))
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DoStartNoMovement(target);
|
|
}
|
|
|
|
BossAI::BossAI(Creature* creature, uint32 bossId) : ScriptedAI(creature)
|
|
, _bossId(bossId), summons(creature), instance(creature->GetInstanceScript())
|
|
, _boundary(instance ? instance->GetBossBoundary(bossId) : NULL)
|
|
{
|
|
}
|
|
|
|
void BossAI::_Reset()
|
|
{
|
|
if (!me->isAlive())
|
|
return;
|
|
|
|
me->ResetLootMode();
|
|
events.Reset();
|
|
summons.DespawnAll();
|
|
if (instance)
|
|
instance->SetBossState(_bossId, NOT_STARTED);
|
|
}
|
|
|
|
void BossAI::_JustDied()
|
|
{
|
|
events.Reset();
|
|
summons.DespawnAll();
|
|
if (instance)
|
|
{
|
|
instance->SetBossState(_bossId, DONE);
|
|
instance->SaveToDB();
|
|
}
|
|
}
|
|
|
|
void BossAI::_EnterCombat()
|
|
{
|
|
me->setActive(true);
|
|
DoZoneInCombat();
|
|
if (instance)
|
|
{
|
|
// bosses do not respawn, check only on enter combat
|
|
if (!instance->CheckRequiredBosses(_bossId))
|
|
{
|
|
EnterEvadeMode();
|
|
return;
|
|
}
|
|
instance->SetBossState(_bossId, IN_PROGRESS);
|
|
}
|
|
}
|
|
|
|
void BossAI::TeleportCheaters()
|
|
{
|
|
float x, y, z;
|
|
me->GetPosition(x, y, z);
|
|
std::list<HostileReference*>& threatList = me->getThreatManager().getThreatList();
|
|
for (std::list<HostileReference*>::iterator itr = threatList.begin(); itr != threatList.end(); ++itr)
|
|
if (Unit* target = (*itr)->getTarget())
|
|
if (target->GetTypeId() == TYPEID_PLAYER && !CheckBoundary(target))
|
|
target->NearTeleportTo(x, y, z, 0);
|
|
}
|
|
|
|
bool BossAI::CheckBoundary(Unit* who)
|
|
{
|
|
if (!GetBoundary() || !who)
|
|
return true;
|
|
|
|
for (BossBoundaryMap::const_iterator itr = GetBoundary()->begin(); itr != GetBoundary()->end(); ++itr)
|
|
{
|
|
switch (itr->first)
|
|
{
|
|
case BOUNDARY_N:
|
|
if (me->GetPositionX() > itr->second)
|
|
return false;
|
|
break;
|
|
case BOUNDARY_S:
|
|
if (me->GetPositionX() < itr->second)
|
|
return false;
|
|
break;
|
|
case BOUNDARY_E:
|
|
if (me->GetPositionY() < itr->second)
|
|
return false;
|
|
break;
|
|
case BOUNDARY_W:
|
|
if (me->GetPositionY() > itr->second)
|
|
return false;
|
|
break;
|
|
case BOUNDARY_NW:
|
|
if (me->GetPositionX() + me->GetPositionY() > itr->second)
|
|
return false;
|
|
break;
|
|
case BOUNDARY_SE:
|
|
if (me->GetPositionX() + me->GetPositionY() < itr->second)
|
|
return false;
|
|
break;
|
|
case BOUNDARY_NE:
|
|
if (me->GetPositionX() - me->GetPositionY() > itr->second)
|
|
return false;
|
|
break;
|
|
case BOUNDARY_SW:
|
|
if (me->GetPositionX() - me->GetPositionY() < itr->second)
|
|
return false;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void BossAI::JustSummoned(Creature* summon)
|
|
{
|
|
summons.Summon(summon);
|
|
if (me->isInCombat())
|
|
DoZoneInCombat(summon);
|
|
}
|
|
|
|
void BossAI::SummonedCreatureDespawn(Creature* summon)
|
|
{
|
|
summons.Despawn(summon);
|
|
}
|
|
|
|
// SD2 grid searchers.
|
|
Creature* GetClosestCreatureWithEntry(WorldObject* source, uint32 entry, float maxSearchRange, bool alive /*= true*/)
|
|
{
|
|
return source->FindNearestCreature(entry, maxSearchRange, alive);
|
|
}
|
|
|
|
GameObject* GetClosestGameObjectWithEntry(WorldObject* source, uint32 entry, float maxSearchRange)
|
|
{
|
|
return source->FindNearestGameObject(entry, maxSearchRange);
|
|
}
|
|
|
|
void GetCreatureListWithEntryInGrid(std::list<Creature*>& list, WorldObject* source, uint32 entry, float maxSearchRange)
|
|
{
|
|
source->GetCreatureListWithEntryInGrid(list, entry, maxSearchRange);
|
|
}
|
|
|
|
void GetGameObjectListWithEntryInGrid(std::list<GameObject*>& list, WorldObject* source, uint32 entry, float maxSearchRange)
|
|
{
|
|
source->GetGameObjectListWithEntryInGrid(list, entry, maxSearchRange);
|
|
}
|