mirror of
https://github.com/araxiaonline/TrinityCore.git
synced 2026-06-14 04:02:53 -04:00
658 lines
19 KiB
C++
658 lines
19 KiB
C++
/* Copyright (C) 2008-2013 TrinityCore <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 "ScriptedCreature.h"
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#include "Item.h"
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#include "Spell.h"
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#include "GridNotifiers.h"
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#include "GridNotifiersImpl.h"
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#include "Cell.h"
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#include "CellImpl.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 (StorageType::iterator i = storage_.begin(); i != storage_.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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{
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summon->AI()->DoZoneInCombat();
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}
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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 (StorageType::iterator i = storage_.begin(); i != storage_.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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i = storage_.erase(i);
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else if (summon->GetEntry() == entry)
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{
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i = storage_.erase(i);
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summon->DespawnOrUnsummon();
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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 (!storage_.empty())
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{
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Creature* summon = Unit::GetCreature(*me, storage_.front());
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storage_.pop_front();
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if (summon)
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summon->DespawnOrUnsummon();
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}
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}
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void SummonList::RemoveNotExisting()
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{
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for (StorageType::iterator i = storage_.begin(); i != storage_.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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i = storage_.erase(i);
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}
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}
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bool SummonList::HasEntry(uint32 entry) const
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{
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for (StorageType::const_iterator i = storage_.begin(); i != storage_.end(); ++i)
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{
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Creature* summon = Unit::GetCreature(*me, *i);
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if (summon && summon->GetEntry() == entry)
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return true;
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}
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return false;
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}
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ScriptedAI::ScriptedAI(Creature* creature) : CreatureAI(creature),
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me(creature),
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IsFleeing(false),
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_evadeCheckCooldown(2500),
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_isCombatMovementAllowed(true)
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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* who)
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{
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if (!who)
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return;
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if (me->Attack(who, true))
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DoStartNoMovement(who);
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}
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void ScriptedAI::AttackStart(Unit* who)
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{
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if (IsCombatMovementAllowed())
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CreatureAI::AttackStart(who);
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else
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AttackStartNoMove(who);
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}
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void ScriptedAI::UpdateAI(uint32 /*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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DoMeleeAttackIfReady();
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}
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void ScriptedAI::DoStartMovement(Unit* victim, float distance, float angle)
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{
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if (victim)
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me->GetMotionMaster()->MoveChase(victim, distance, angle);
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}
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void ScriptedAI::DoStartNoMovement(Unit* victim)
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{
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if (!victim)
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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* target, SpellInfo const* spellInfo, bool triggered)
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{
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if (!target || me->IsNonMeleeSpellCasted(false))
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return;
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me->StopMoving();
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me->CastSpell(target, spellInfo, triggered ? TRIGGERED_FULL_MASK : TRIGGERED_NONE);
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}
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void ScriptedAI::DoPlaySoundToSet(WorldObject* source, uint32 soundId)
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{
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if (!source)
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return;
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if (!sSoundEntriesStore.LookupEntry(soundId))
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{
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TC_LOG_ERROR("scripts", "Invalid soundId %u used in DoPlaySoundToSet (Source: TypeId %u, GUID %u)", soundId, source->GetTypeId(), source->GetGUIDLow());
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return;
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}
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source->PlayDirectSound(soundId);
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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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SpellInfo 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 NULL;
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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 NULL;
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//Using the extended script system we first create a list of viable spells
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SpellInfo const* apSpell[CREATURE_MAX_SPELLS];
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memset(apSpell, 0, CREATURE_MAX_SPELLS * sizeof(SpellInfo*));
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uint32 spellCount = 0;
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SpellInfo const* tempSpell = 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 = sSpellMgr->GetSpellInfo(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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//Check if the spell meets our range requirements
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if (rangeMin && me->GetSpellMinRangeForTarget(target, tempSpell) < rangeMin)
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continue;
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if (rangeMax && me->GetSpellMaxRangeForTarget(target, tempSpell) > 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, tempSpell))) || !me->IsWithinDistInMap(target, float(me->GetSpellMaxRangeForTarget(target, tempSpell))))
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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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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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TC_LOG_ERROR("scripts", "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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ThreatContainer::StorageType threatlist = me->getThreatManager().getThreatList();
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for (ThreatContainer::StorageType::const_iterator itr = threatlist.begin(); itr != threatlist.end(); ++itr)
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{
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Unit* unit = Unit::GetUnit(*me, (*itr)->getUnitGuid());
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if (unit && DoGetThreat(unit))
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DoModifyThreatPercent(unit, -100);
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}
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}
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float ScriptedAI::DoGetThreat(Unit* unit)
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{
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if (!unit)
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return 0.0f;
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return me->getThreatManager().getThreat(unit);
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}
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void ScriptedAI::DoModifyThreatPercent(Unit* unit, int32 pct)
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{
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if (!unit)
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return;
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me->getThreatManager().modifyThreatPercent(unit, pct);
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}
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void ScriptedAI::DoTeleportTo(float x, float y, float z, uint32 time)
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{
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me->Relocate(x, y, z);
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float speed = me->GetDistance(x, y, z) / ((float)time * 0.001f);
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me->MonsterMoveWithSpeed(x, y, z, speed);
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}
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void ScriptedAI::DoTeleportTo(const float position[4])
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{
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me->NearTeleportTo(position[0], position[1], position[2], position[3]);
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}
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void ScriptedAI::DoTeleportPlayer(Unit* unit, float x, float y, float z, float o)
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{
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if (!unit)
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return;
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if (Player* player = unit->ToPlayer())
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player->TeleportTo(unit->GetMapId(), x, y, z, o, TELE_TO_NOT_LEAVE_COMBAT);
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else
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TC_LOG_ERROR("scripts", "Creature " UI64FMTD " (Entry: %u) Tried to teleport non-player unit (Type: %u GUID: " UI64FMTD ") to x: %f y:%f z: %f o: %f. Aborted.",
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me->GetGUID(), me->GetEntry(), unit->GetTypeId(), unit->GetGUID(), x, y, z, o);
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}
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void ScriptedAI::DoTeleportAll(float x, float y, float z, float o)
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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 itr = PlayerList.begin(); itr != PlayerList.end(); ++itr)
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if (Player* player = itr->GetSource())
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if (player->IsAlive())
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player->TeleportTo(me->GetMapId(), x, y, z, o, TELE_TO_NOT_LEAVE_COMBAT);
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}
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Unit* ScriptedAI::DoSelectLowestHpFriendly(float range, uint32 minHPDiff)
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{
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Unit* unit = NULL;
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Trinity::MostHPMissingInRange u_check(me, range, minHPDiff);
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Trinity::UnitLastSearcher<Trinity::MostHPMissingInRange> searcher(me, unit, u_check);
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me->VisitNearbyObject(range, searcher);
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return unit;
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}
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std::list<Creature*> ScriptedAI::DoFindFriendlyCC(float range)
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{
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std::list<Creature*> list;
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Trinity::FriendlyCCedInRange u_check(me, range);
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Trinity::CreatureListSearcher<Trinity::FriendlyCCedInRange> searcher(me, list, u_check);
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me->VisitNearbyObject(range, searcher);
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return list;
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}
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std::list<Creature*> ScriptedAI::DoFindFriendlyMissingBuff(float range, uint32 uiSpellid)
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{
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std::list<Creature*> list;
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Trinity::FriendlyMissingBuffInRange u_check(me, range, uiSpellid);
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Trinity::CreatureListSearcher<Trinity::FriendlyMissingBuffInRange> searcher(me, list, u_check);
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me->VisitNearbyObject(range, searcher);
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return list;
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}
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Player* ScriptedAI::GetPlayerAtMinimumRange(float minimumRange)
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{
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Player* player = NULL;
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CellCoord pair(Trinity::ComputeCellCoord(me->GetPositionX(), me->GetPositionY()));
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Cell cell(pair);
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cell.SetNoCreate();
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Trinity::PlayerAtMinimumRangeAway check(me, minimumRange);
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Trinity::PlayerSearcher<Trinity::PlayerAtMinimumRangeAway> searcher(me, player, check);
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TypeContainerVisitor<Trinity::PlayerSearcher<Trinity::PlayerAtMinimumRangeAway>, GridTypeMapContainer> visitor(searcher);
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cell.Visit(pair, visitor, *me->GetMap(), *me, minimumRange);
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return player;
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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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me->LoadEquipment(me->GetOriginalEquipmentId(), 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 NPCs
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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 x = me->GetPositionX();
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float y = me->GetPositionY();
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float z = 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 (z > 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 (z > 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 (x > 3218.86f && x < 3275.69f && y < 572.40f && y > 484.68f)
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return false;
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break;
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default: // For most of creatures that certain area is their home area.
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TC_LOG_INFO("misc", "TSCR: EnterEvadeIfOutOfCombatArea used for creature entry %u, but does not have any definition. Using the default one.", me->GetEntry());
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uint32 homeAreaId = me->GetMap()->GetAreaId(me->GetHomePosition().GetPositionX(), me->GetHomePosition().GetPositionY(), me->GetHomePosition().GetPositionZ());
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if (me->GetAreaId() == homeAreaId)
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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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// BossAI - for instanced bosses
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BossAI::BossAI(Creature* creature, uint32 bossId) : ScriptedAI(creature),
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instance(creature->GetInstanceScript()),
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summons(creature),
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_boundary(instance ? instance->GetBossBoundary(bossId) : NULL),
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_bossId(bossId) { }
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void BossAI::_Reset()
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{
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if (!me->IsAlive())
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return;
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me->ResetLootMode();
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events.Reset();
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summons.DespawnAll();
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if (instance)
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instance->SetBossState(_bossId, NOT_STARTED);
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}
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void BossAI::_JustDied()
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{
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events.Reset();
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summons.DespawnAll();
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if (instance)
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{
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instance->SetBossState(_bossId, DONE);
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instance->SaveToDB();
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}
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}
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void BossAI::_EnterCombat()
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{
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me->setActive(true);
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DoZoneInCombat();
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if (instance)
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{
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// bosses do not respawn, check only on enter combat
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if (!instance->CheckRequiredBosses(_bossId))
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{
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EnterEvadeMode();
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return;
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}
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instance->SetBossState(_bossId, IN_PROGRESS);
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}
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}
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void BossAI::TeleportCheaters()
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{
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float x, y, z;
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me->GetPosition(x, y, z);
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ThreatContainer::StorageType threatList = me->getThreatManager().getThreatList();
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for (ThreatContainer::StorageType::const_iterator itr = threatList.begin(); itr != threatList.end(); ++itr)
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if (Unit* target = (*itr)->getTarget())
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if (target->GetTypeId() == TYPEID_PLAYER && !CheckBoundary(target))
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target->NearTeleportTo(x, y, z, 0);
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}
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bool BossAI::CheckBoundary(Unit* who)
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{
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if (!GetBoundary() || !who)
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return true;
|
|
|
|
for (BossBoundaryMap::const_iterator itr = GetBoundary()->begin(); itr != GetBoundary()->end(); ++itr)
|
|
{
|
|
switch (itr->first)
|
|
{
|
|
case BOUNDARY_N:
|
|
if (who->GetPositionX() > itr->second)
|
|
return false;
|
|
break;
|
|
case BOUNDARY_S:
|
|
if (who->GetPositionX() < itr->second)
|
|
return false;
|
|
break;
|
|
case BOUNDARY_E:
|
|
if (who->GetPositionY() < itr->second)
|
|
return false;
|
|
break;
|
|
case BOUNDARY_W:
|
|
if (who->GetPositionY() > itr->second)
|
|
return false;
|
|
break;
|
|
case BOUNDARY_NW:
|
|
if (who->GetPositionX() + who->GetPositionY() > itr->second)
|
|
return false;
|
|
break;
|
|
case BOUNDARY_SE:
|
|
if (who->GetPositionX() + who->GetPositionY() < itr->second)
|
|
return false;
|
|
break;
|
|
case BOUNDARY_NE:
|
|
if (who->GetPositionX() - who->GetPositionY() > itr->second)
|
|
return false;
|
|
break;
|
|
case BOUNDARY_SW:
|
|
if (who->GetPositionX() - who->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);
|
|
}
|
|
|
|
void BossAI::UpdateAI(uint32 diff)
|
|
{
|
|
if (!UpdateVictim())
|
|
return;
|
|
|
|
events.Update(diff);
|
|
|
|
if (me->HasUnitState(UNIT_STATE_CASTING))
|
|
return;
|
|
|
|
while (uint32 eventId = events.ExecuteEvent())
|
|
ExecuteEvent(eventId);
|
|
|
|
DoMeleeAttackIfReady();
|
|
}
|
|
|
|
// WorldBossAI - for non-instanced bosses
|
|
|
|
WorldBossAI::WorldBossAI(Creature* creature) :
|
|
ScriptedAI(creature),
|
|
summons(creature) { }
|
|
|
|
void WorldBossAI::_Reset()
|
|
{
|
|
if (!me->IsAlive())
|
|
return;
|
|
|
|
events.Reset();
|
|
summons.DespawnAll();
|
|
}
|
|
|
|
void WorldBossAI::_JustDied()
|
|
{
|
|
events.Reset();
|
|
summons.DespawnAll();
|
|
}
|
|
|
|
void WorldBossAI::_EnterCombat()
|
|
{
|
|
Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0, 0.0f, true);
|
|
if (target)
|
|
AttackStart(target);
|
|
}
|
|
|
|
void WorldBossAI::JustSummoned(Creature* summon)
|
|
{
|
|
summons.Summon(summon);
|
|
Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0, 0.0f, true);
|
|
if (target)
|
|
summon->AI()->AttackStart(target);
|
|
}
|
|
|
|
void WorldBossAI::SummonedCreatureDespawn(Creature* summon)
|
|
{
|
|
summons.Despawn(summon);
|
|
}
|
|
|
|
void WorldBossAI::UpdateAI(uint32 diff)
|
|
{
|
|
if (!UpdateVictim())
|
|
return;
|
|
|
|
events.Update(diff);
|
|
|
|
if (me->HasUnitState(UNIT_STATE_CASTING))
|
|
return;
|
|
|
|
while (uint32 eventId = events.ExecuteEvent())
|
|
ExecuteEvent(eventId);
|
|
|
|
DoMeleeAttackIfReady();
|
|
}
|
|
|
|
// 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);
|
|
}
|