void SmartAI::UpdatePath(const uint32 diff) { if (!HasEscortState(SMART_ESCORT_ESCORTING)) return; if (mEscortInvokerCheckTimer < diff) { if (!IsEscortInvokerInRange()) { StopPath(0, mEscortQuestID, true); // allow to properly hook out of range despawn action, which in most cases should perform the same operation as dying GetScript()->ProcessEventsFor(SMART_EVENT_DEATH, me); me->DespawnOrUnsummon(1); return; } mEscortInvokerCheckTimer = 1000; } else mEscortInvokerCheckTimer -= diff; // handle pause if (HasEscortState(SMART_ESCORT_PAUSED)) { if (mWPPauseTimer <= diff) { if (!me->IsInCombat() && !HasEscortState(SMART_ESCORT_RETURNING) && (mWPReached || mForcedPaused)) { ResumePath(); } } else mWPPauseTimer -= diff; } else if (m_Ended) // end path { m_Ended = false; StopPath(); return; } if (HasEscortState(SMART_ESCORT_RETURNING)) { if (mOOCReached)//reached OOC WP { mOOCReached = false; RemoveEscortState(SMART_ESCORT_RETURNING); if (!HasEscortState(SMART_ESCORT_PAUSED)) ResumePath(); } } }
void SmartAI::UpdatePath(const uint32 diff) { if (!HasEscortState(SMART_ESCORT_ESCORTING)) return; if (mEscortInvokerCheckTimer < diff) { if (!IsEscortInvokerInRange()) { StopPath(mDespawnTime, mEscortQuestID, true); } mEscortInvokerCheckTimer = 1000; } else mEscortInvokerCheckTimer -= diff; // handle pause if (HasEscortState(SMART_ESCORT_PAUSED)) { if (mWPPauseTimer < diff) { if (!me->isInCombat() && !HasEscortState(SMART_ESCORT_RETURNING) && (mWPReached || mLastWPIDReached == SMART_ESCORT_LAST_OOC_POINT || mForcedPaused)) { GetScript()->ProcessEventsFor(SMART_EVENT_WAYPOINT_RESUMED, NULL, mLastWP->id, GetScript()->GetPathId()); RemoveEscortState(SMART_ESCORT_PAUSED); if (mForcedPaused)// if paused between 2 wps resend movement { ResumePath(); mWPReached = false; mForcedPaused = false; } if (mLastWPIDReached == SMART_ESCORT_LAST_OOC_POINT) mWPReached = true; } mWPPauseTimer = 0; } else { mWPPauseTimer -= diff; } } if (HasEscortState(SMART_ESCORT_RETURNING)) { if (mWPReached)//reached OOC WP { RemoveEscortState(SMART_ESCORT_RETURNING); if (!HasEscortState(SMART_ESCORT_PAUSED)) ResumePath(); mWPReached = false; } } if (me->isInCombat() || HasEscortState(SMART_ESCORT_PAUSED | SMART_ESCORT_RETURNING)) return; // handle next wp if (mWPReached)//reached WP { mWPReached = false; if (mCurrentWPID == GetWPCount()) { EndPath(); } else { WayPoint* wp = GetNextWayPoint(); if (wp) { SetRun(mRun); me->GetMotionMaster()->MovePoint(wp->id, wp->x, wp->y, wp->z); } } } }
void SmartAI::UpdatePath(const uint32 diff) { if (!HasEscortState(SMART_ESCORT_ESCORTING)) return; if (mEscortInvokerCheckTimer < diff) { // Xinef: Escort failed - no players in range // Xinef: Despawn immediately if (!IsEscortInvokerInRange()) { StopPath(0, mEscortQuestID, true); // Xinef: allow to properly hook out of range despawn action, which in most cases should perform the same operation as dying GetScript()->ProcessEventsFor(SMART_EVENT_DEATH, me); me->DespawnOrUnsummon(1); return; } mEscortInvokerCheckTimer = 1000; } else mEscortInvokerCheckTimer -= diff; // handle pause if (HasEscortState(SMART_ESCORT_PAUSED)) { if (mWPPauseTimer < diff) { if (!me->IsInCombat() && !HasEscortState(SMART_ESCORT_RETURNING) && (mWPReached || mForcedPaused)) { GetScript()->ProcessEventsFor(SMART_EVENT_WAYPOINT_RESUMED, NULL, mCurrentWPID, GetScript()->GetPathId()); RemoveEscortState(SMART_ESCORT_PAUSED); if (mForcedPaused)// if paused between 2 wps resend movement { mWPReached = false; mForcedPaused = false; ResumePath(); } mWPPauseTimer = 0; } } else mWPPauseTimer -= diff; } if (HasEscortState(SMART_ESCORT_RETURNING)) { if (mOOCReached)//reached OOC WP { mOOCReached = false; RemoveEscortState(SMART_ESCORT_RETURNING); if (!HasEscortState(SMART_ESCORT_PAUSED)) ResumePath(); } } if ((me->GetVictim() && me->IsInCombat()) || HasEscortState(SMART_ESCORT_PAUSED | SMART_ESCORT_RETURNING)) return; // handle next wp if (!me->HasUnitState(UNIT_STATE_NOT_MOVE) && me->movespline->Finalized())//reached WP { if (!mWPReached) { ResumePath(); return; } mWPReached = false; if (mCurrentWPID == GetWPCount()) EndPath(); else if (GetNextWayPoint()) { SetRun(mRun); // xinef: if we have reached waypoint, and there is no working spline movement it means our splitted array has ended, make new one if (me->movespline->Finalized()) ResumePath(); } } }