feat(Core/SAI): Allow forcing creatures/gameobjects's respawn timers when using SMART_ACTION_FORCE_DESPAWN (#8714)

This commit is contained in:
Skjalf
2021-10-27 04:21:29 -03:00
committed by GitHub
parent 166d0adf06
commit 2cf4d05867
4 changed files with 29 additions and 19 deletions

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@@ -1302,20 +1302,22 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
for (ObjectList::const_iterator itr = targets->begin(); itr != targets->end(); ++itr)
{
Milliseconds despawnDelay(e.action.forceDespawn.delay);
// Wait at least one world update tick before despawn, so it doesn't break linked actions.
if (despawnDelay <= 0ms)
{
despawnDelay = 1ms;
}
Seconds forceRespawnTimer(e.action.forceDespawn.forceRespawnTimer);
if (Creature* creature = (*itr)->ToCreature())
{
creature->DespawnOrUnsummon(e.action.forceDespawn.delay + 1);
creature->DespawnOrUnsummon(despawnDelay, forceRespawnTimer);
}
else if (GameObject* go = (*itr)->ToGameObject())
{
Milliseconds despawnDelay(e.action.forceDespawn.delay);
// Wait at least one world update tick before despawn, so it doesn't break linked actions.
if (despawnDelay <= 0ms)
{
despawnDelay = 1ms;
}
go->DespawnOrUnsummon(despawnDelay);
go->DespawnOrUnsummon(despawnDelay, forceRespawnTimer);
}
}

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@@ -873,6 +873,7 @@ struct SmartAction
struct
{
uint32 delay;
uint32 forceRespawnTimer;
} forceDespawn;
struct

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@@ -170,7 +170,7 @@ CreatureBaseStats const* CreatureBaseStats::GetBaseStats(uint8 level, uint8 unit
bool ForcedDespawnDelayEvent::Execute(uint64 /*e_time*/, uint32 /*p_time*/)
{
m_owner.DespawnOrUnsummon(); // since we are here, we are not TempSummon as object type cannot change during runtime
m_owner.DespawnOrUnsummon(0s, m_respawnTimer); // since we are here, we are not TempSummon as object type cannot change during runtime
return true;
}
@@ -1916,12 +1916,11 @@ void Creature::Respawn(bool force)
UpdateObjectVisibility(false);
}
void Creature::ForcedDespawn(uint32 timeMSToDespawn)
void Creature::ForcedDespawn(uint32 timeMSToDespawn, Seconds forceRespawnTimer)
{
if (timeMSToDespawn)
{
ForcedDespawnDelayEvent* pEvent = new ForcedDespawnDelayEvent(*this);
ForcedDespawnDelayEvent* pEvent = new ForcedDespawnDelayEvent(*this, forceRespawnTimer);
m_Events.AddEvent(pEvent, m_Events.CalculateTime(timeMSToDespawn));
return;
}
@@ -1931,14 +1930,20 @@ void Creature::ForcedDespawn(uint32 timeMSToDespawn)
// Xinef: set new respawn time, ignore corpse decay time...
RemoveCorpse(true);
if (forceRespawnTimer > Seconds::zero())
{
m_respawnTime = time(nullptr) + forceRespawnTimer.count();
m_respawnDelay = forceRespawnTimer.count();
}
}
void Creature::DespawnOrUnsummon(uint32 msTimeToDespawn /*= 0*/)
void Creature::DespawnOrUnsummon(Milliseconds msTimeToDespawn /*= 0*/, Seconds forcedRespawnTimer)
{
if (TempSummon* summon = this->ToTempSummon())
summon->UnSummon(msTimeToDespawn);
summon->UnSummon(msTimeToDespawn.count());
else
ForcedDespawn(msTimeToDespawn);
ForcedDespawn(msTimeToDespawn.count(), forcedRespawnTimer);
}
void Creature::DespawnOnEvade()

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@@ -267,7 +267,8 @@ public:
void RemoveCorpse(bool setSpawnTime = true, bool skipVisibility = false);
void DespawnOrUnsummon(uint32 msTimeToDespawn = 0);
void DespawnOrUnsummon(Milliseconds msTimeToDespawn, Seconds forcedRespawnTimer);
void DespawnOrUnsummon(uint32 msTimeToDespawn = 0) { DespawnOrUnsummon(Milliseconds(msTimeToDespawn), 0s); };
void DespawnOnEvade();
void RespawnOnEvade();
@@ -438,7 +439,7 @@ protected:
bool CanAlwaysSee(WorldObject const* obj) const override;
private:
void ForcedDespawn(uint32 timeMSToDespawn = 0);
void ForcedDespawn(uint32 timeMSToDespawn = 0, Seconds forcedRespawnTimer = 0s);
[[nodiscard]] bool CanPeriodicallyCallForAssistance() const;
@@ -483,11 +484,12 @@ private:
class ForcedDespawnDelayEvent : public BasicEvent
{
public:
ForcedDespawnDelayEvent(Creature& owner) : BasicEvent(), m_owner(owner) { }
ForcedDespawnDelayEvent(Creature& owner, Seconds respawnTimer) : BasicEvent(), m_owner(owner), m_respawnTimer(respawnTimer) { }
bool Execute(uint64 e_time, uint32 p_time) override;
private:
Creature& m_owner;
Seconds const m_respawnTimer;
};
#endif