Core/AI: some tweaks on boundary functionality:

- Moved SetBoundary to public scope to allow for greater flexibility (ie set from external script)
- Extended to allow checking inverted boundaries
This commit is contained in:
ariel- authored and Aokromes committed 2017-04-26 13:08:01 +02:00
1 parent 8070e6ad29
commit e53e8b8437
3 files changed
+19 -16

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+13 -11
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@@ -353,23 +353,18 @@ int32 CreatureAI::VisualizeBoundary(uint32 duration, Unit* owner, bool fill) con
bool CreatureAI::CheckBoundary(Position const* who) const
{
if (!_boundary)
return true;
if (!who)
who = me;
if (_boundary)
for (AreaBoundary const* areaBoundary : *_boundary)
if (!areaBoundary->IsWithinBoundary(who))
return false;
return true;
return (CreatureAI::IsInBounds(*_boundary, who) != _negateBoundary);
}
bool CreatureAI::IsInBounds(CreatureBoundary const* boundary, Position const* pos)
bool CreatureAI::IsInBounds(CreatureBoundary const& boundary, Position const* pos)
{
if (!boundary)
return true;
for (AreaBoundary const* areaBoundary : *boundary)
for (AreaBoundary const* areaBoundary : boundary)
if (!areaBoundary->IsWithinBoundary(pos))
return false;
@@ -387,6 +382,13 @@ bool CreatureAI::CheckInRoom()
}
}
void CreatureAI::SetBoundary(CreatureBoundary const* boundary, bool negateBoundaries /*= false*/)
{
_boundary = boundary;
_negateBoundary = negateBoundaries;
me->DoImmediateBoundaryCheck();
}
Creature* CreatureAI::DoSummon(uint32 entry, const Position& pos, uint32 despawnTime, TempSummonType summonType)
{
return me->SummonCreature(entry, pos, summonType, despawnTime);
+5 -4
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@@ -82,7 +82,6 @@ class TC_GAME_API CreatureAI : public UnitAI
bool CheckBoundary(Position const* who = nullptr) const;
void SetBoundary(CreatureBoundary const* boundary) { _boundary = boundary; me->DoImmediateBoundaryCheck(); }
public:
enum EvadeReason
{
@@ -95,7 +94,7 @@ class TC_GAME_API CreatureAI : public UnitAI
void Talk(uint8 id, WorldObject const* whisperTarget = nullptr);
explicit CreatureAI(Creature* creature) : UnitAI(creature), me(creature), _boundary(nullptr), m_MoveInLineOfSight_locked(false) { }
explicit CreatureAI(Creature* creature) : UnitAI(creature), me(creature), _boundary(nullptr), _negateBoundary(false), m_MoveInLineOfSight_locked(false) { }
virtual ~CreatureAI() { }
@@ -200,11 +199,12 @@ class TC_GAME_API CreatureAI : public UnitAI
virtual PlayerAI* GetAIForCharmedPlayer(Player* /*who*/) { return nullptr; }
// intended for encounter design/debugging. do not use for other purposes. expensive.
int32 VisualizeBoundary(uint32 duration, Unit* owner=nullptr, bool fill=false) const;
int32 VisualizeBoundary(uint32 duration, Unit* owner = nullptr, bool fill = false) const;
virtual bool CheckInRoom();
CreatureBoundary const* GetBoundary() const { return _boundary; }
void SetBoundary(CreatureBoundary const* boundary, bool negativeBoundaries = false);
static bool IsInBounds(CreatureBoundary const* boundary, Position const* who);
static bool IsInBounds(CreatureBoundary const& boundary, Position const* who);
protected:
virtual void MoveInLineOfSight(Unit* /*who*/);
@@ -212,6 +212,7 @@ class TC_GAME_API CreatureAI : public UnitAI
bool _EnterEvadeMode(EvadeReason why = EVADE_REASON_OTHER);
CreatureBoundary const* _boundary;
bool _negateBoundary;
private:
bool m_MoveInLineOfSight_locked;
@@ -492,7 +492,7 @@ class npc_anubarak_anub_ar_assassin : public CreatureScript
Position jumpTo;
do
jumpTo = GetRandomPositionAround(anubarak);
while (!CreatureAI::IsInBounds(boundary, &jumpTo));
while (!CreatureAI::IsInBounds(*boundary, &jumpTo));
me->GetMotionMaster()->MoveJump(jumpTo, 40.0f, 40.0f);
DoCastSelf(SPELL_ASSASSIN_VISUAL, true);
}