Scripts/FollowerAI: Some cleanup:
- FollowerAI properly resumes follow after evading. - Removed duplicated getters from CreatureAI (IsEscorted vs IsEscortNPC), they were used to do the same thing - FollowerAI properly assists in combat. - FollowerAI properly despawns if quest is abandoned. - FollowerAI now supports dynamic respawning for escort NPCs.
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@@ -20,18 +20,18 @@
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#include "ScriptedCreature.h"
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#include "ScriptSystem.h"
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#include "World.h"
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class Quest;
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enum eFollowState
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enum FollowerState : uint32
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{
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STATE_FOLLOW_NONE = 0x000,
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STATE_FOLLOW_INPROGRESS = 0x001, //must always have this state for any follow
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STATE_FOLLOW_RETURNING = 0x002, //when returning to combat start after being in combat
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STATE_FOLLOW_PAUSED = 0x004, //disables following
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STATE_FOLLOW_COMPLETE = 0x008, //follow is completed and may end
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STATE_FOLLOW_PREEVENT = 0x010, //not implemented (allow pre event to run, before follow is initiated)
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STATE_FOLLOW_POSTEVENT = 0x020 //can be set at complete and allow post event to run
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STATE_FOLLOW_INPROGRESS = 0x001, // must always have this state for any follow
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STATE_FOLLOW_PAUSED = 0x002, // disables following
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STATE_FOLLOW_COMPLETE = 0x004, // follow is completed and may end
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STATE_FOLLOW_PREEVENT = 0x008, // not implemented (allow pre event to run, before follow is initiated)
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STATE_FOLLOW_POSTEVENT = 0x010 // can be set at complete and allow post event to run
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};
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class TC_GAME_API FollowerAI : public ScriptedAI
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@@ -40,42 +40,38 @@ class TC_GAME_API FollowerAI : public ScriptedAI
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explicit FollowerAI(Creature* creature);
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~FollowerAI() { }
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void MovementInform(uint32 motionType, uint32 pointId) override;
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void AttackStart(Unit*) override;
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void MoveInLineOfSight(Unit*) override;
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void EnterEvadeMode(EvadeReason /*why*/ = EVADE_REASON_OTHER) override;
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void JustDied(Unit*) override;
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void JustReachedHome() override;
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void OwnerAttackedBy(Unit* other) override;
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void JustAppeared() override;
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//the "internal" update, calls UpdateFollowerAI()
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void UpdateAI(uint32) override;
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void UpdateAI(uint32) override; //the "internal" update, calls UpdateFollowerAI()
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virtual void UpdateFollowerAI(uint32); //used when it's needed to add code in update (abilities, scripted events, etc)
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//used when it's needed to add code in update (abilities, scripted events, etc)
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virtual void UpdateFollowerAI(uint32);
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void StartFollow(Player* player, uint32 factionForFollower = 0, Quest const* quest = nullptr);
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void StartFollow(Player* player, uint32 factionForFollower = 0, uint32 quest = 0);
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void SetFollowPaused(bool bPaused); //if special event require follow mode to hold/resume during the follow
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void SetFollowComplete(bool bWithEndEvent = false);
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//if special event require follow mode to hold/resume during the follow
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void SetFollowPaused(bool paused);
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void SetFollowComplete(bool withEndEvent = false);
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bool HasFollowState(uint32 uiFollowState) { return (m_uiFollowState & uiFollowState) != 0; }
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bool IsEscorted() const override { return HasFollowState(STATE_FOLLOW_INPROGRESS); }
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bool HasFollowState(uint32 followState) const { return (_followState & followState) != 0; }
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protected:
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Player* GetLeaderForFollower();
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private:
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void AddFollowState(uint32 uiFollowState) { m_uiFollowState |= uiFollowState; }
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void RemoveFollowState(uint32 uiFollowState) { m_uiFollowState &= ~uiFollowState; }
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void AddFollowState(uint32 followState) { _followState |= followState; }
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void RemoveFollowState(uint32 followState) { _followState &= ~followState; }
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bool ShouldAssistPlayerInCombatAgainst(Unit* who) const;
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bool AssistPlayerInCombatAgainst(Unit* who);
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ObjectGuid m_uiLeaderGUID;
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uint32 m_uiUpdateFollowTimer;
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uint32 m_uiFollowState;
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Quest const* m_pQuestForFollow; //normally we have a quest
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ObjectGuid _leaderGUID;
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uint32 _updateFollowTimer;
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uint32 _followState;
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uint32 _questForFollow;
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};
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#endif
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