Esempio n. 1
0
void FollowerAI::UpdateAI(uint32 uiDiff)
{
    if (HasFollowState(STATE_FOLLOW_INPROGRESS) && !me->GetVictim())
    {
        if (m_uiUpdateFollowTimer <= uiDiff)
        {
            if (HasFollowState(STATE_FOLLOW_COMPLETE) && !HasFollowState(STATE_FOLLOW_POSTEVENT))
            {
                TC_LOG_DEBUG("scripts", "FollowerAI is set completed, despawns.");
                me->DespawnOrUnsummon();
                return;
            }

            bool bIsMaxRangeExceeded = true;

            if (Player* player = GetLeaderForFollower())
            {
                if (HasFollowState(STATE_FOLLOW_RETURNING))
                {
                    TC_LOG_DEBUG("scripts", "FollowerAI is returning to leader.");

                    RemoveFollowState(STATE_FOLLOW_RETURNING);
                    me->GetMotionMaster()->MoveFollow(player, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
                    return;
                }

                if (Group* group = player->GetGroup())
                {
                    for (GroupReference* groupRef = group->GetFirstMember(); groupRef != NULL; groupRef = groupRef->next())
                    {
                        Player* member = groupRef->GetSource();

                        if (member && me->IsWithinDistInMap(member, MAX_PLAYER_DISTANCE))
                        {
                            bIsMaxRangeExceeded = false;
                            break;
                        }
                    }
                }
                else
                {
                    if (me->IsWithinDistInMap(player, MAX_PLAYER_DISTANCE))
                        bIsMaxRangeExceeded = false;
                }
            }

            if (bIsMaxRangeExceeded)
            {
                TC_LOG_DEBUG("scripts", "FollowerAI failed because player/group was to far away or not found");
                me->DespawnOrUnsummon();
                return;
            }

            m_uiUpdateFollowTimer = 1000;
        }
        else
            m_uiUpdateFollowTimer -= uiDiff;
    }

    UpdateFollowerAI(uiDiff);
}
Esempio n. 2
0
void FollowerAI::UpdateAI(const uint32 uiDiff)
{
    if (HasFollowState(STATE_FOLLOW_INPROGRESS) && !m_creature->getVictim())
    {
        if (m_uiUpdateFollowTimer < uiDiff)
        {
            if (HasFollowState(STATE_FOLLOW_COMPLETE) && !HasFollowState(STATE_FOLLOW_POSTEVENT))
            {
                debug_log("SD2: FollowerAI is set completed, despawns.");
                m_creature->ForcedDespawn();
                return;
            }

            bool bIsMaxRangeExceeded = true;

            if (Player* pPlayer = GetLeaderForFollower())
            {
                if (HasFollowState(STATE_FOLLOW_RETURNING))
                {
                    debug_log("SD2: FollowerAI is returning to leader.");

                    RemoveFollowState(STATE_FOLLOW_RETURNING);
                    m_creature->GetMotionMaster()->MoveFollow(pPlayer, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
                    return;
                }

                if (Group* pGroup = pPlayer->GetGroup())
                {
                    for(GroupReference* pRef = pGroup->GetFirstMember(); pRef != NULL; pRef = pRef->next())
                    {
                        Player* pMember = pRef->getSource();

                        if (pMember && m_creature->IsWithinDistInMap(pMember, MAX_PLAYER_DISTANCE))
                        {
                            bIsMaxRangeExceeded = false;
                            break;
                        }
                    }
                }
                else
                {
                    if (m_creature->IsWithinDistInMap(pPlayer, MAX_PLAYER_DISTANCE))
                        bIsMaxRangeExceeded = false;
                }
            }

            if (bIsMaxRangeExceeded)
            {
                debug_log("SD2: FollowerAI failed because player/group was to far away or not found");
                m_creature->ForcedDespawn();
                return;
            }

            m_uiUpdateFollowTimer = 1000;
        }
        else
            m_uiUpdateFollowTimer -= uiDiff;
    }

    UpdateFollowerAI(uiDiff);
}
Esempio n. 3
0
void FollowerAI::UpdateAI(const uint32 uiDiff)
{
    if (HasFollowState(STATE_FOLLOW_INPROGRESS) && !m_creature->getVictim())
    {
        if (m_uiUpdateFollowTimer < uiDiff)
        {
            if (HasFollowState(STATE_FOLLOW_COMPLETE) && !HasFollowState(STATE_FOLLOW_POSTEVENT))
            {
                sLog.outDebug("FollowerAI is set completed, despawns.");
                m_creature->DisappearAndDie();
                return;
            }

            bool bIsMaxRangeExceeded = true;

            if (Player* pPlayer = GetLeaderForFollower())
            {
                if (HasFollowState(STATE_FOLLOW_RETURNING))
                {
                    sLog.outDebug("FollowerAI is returning to leader.");

                    RemoveFollowState(STATE_FOLLOW_RETURNING);
                    m_creature->GetMotionMaster()->MoveFollow(pPlayer, m_uiFollowDistance, PET_FOLLOW_ANGLE);
                    return;
                }

                if (Group* pGroup = pPlayer->GetGroup())
                {
                    for(GroupReference* pRef = pGroup->GetFirstMember(); pRef != nullptr; pRef = pRef->next())
                    {
                        Player* pMember = pRef->getSource();

                        if (pMember && m_creature->IsWithinDistInMap(pMember, MAX_PLAYER_DISTANCE))
                        {
                            bIsMaxRangeExceeded = false;
                            break;
                        }
                    }
                }
                else
                {
                    if (m_creature->IsWithinDistInMap(pPlayer, MAX_PLAYER_DISTANCE))
                        bIsMaxRangeExceeded = false;
                }

                // allow postEvent to happen even if quest credit is already handled
                /*if (HasFollowState(STATE_FOLLOW_COMPLETE | STATE_FOLLOW_POSTEVENT))
                    bIsMaxRangeExceeded = false;*/
            }

            if (bIsMaxRangeExceeded)
            {
                sLog.outDebug("FollowerAI failed because player/group was to far away or not found");
                SetFollowPaused(false);
                m_creature->DisappearAndDie();
                return;
            }

            m_uiUpdateFollowTimer = 300;
        }
        else
            m_uiUpdateFollowTimer -= uiDiff;
    }

    UpdateFollowerAI(uiDiff);
}