fix(Core/CreatureAI): revert NPC repositioning and path system (temporarily) (#4274)

This commit is contained in:
Stefano Borzì
2021-01-14 19:17:34 +01:00
committed by GitHub
parent b42f2386c2
commit df600f9946
22 changed files with 773 additions and 1418 deletions

View File

@@ -257,40 +257,6 @@ bool CreatureAI::_EnterEvadeMode()
return true;
}
void CreatureAI::MoveCircleChecks()
{
Unit *victim = me->GetVictim();
if (
!victim ||
!me->IsFreeToMove() ||
!me->IsWithinMeleeRange(victim) ||
(victim->GetTypeId() != TYPEID_PLAYER && !victim->IsPet())
)
{
return;
}
me->GetMotionMaster()->MoveCircleTarget(me->GetVictim());
}
void CreatureAI::MoveBackwardsChecks() {
Unit *victim = me->GetVictim();
if (
!victim ||
!me->IsFreeToMove() ||
(victim->GetTypeId() != TYPEID_PLAYER && !victim->IsPet())
)
{
return;
}
float moveDist = CalculatePct(me->GetCombatReach() + victim->GetCombatReach(), 100);
me->GetMotionMaster()->MoveBackwards(victim, moveDist);
}
Creature* CreatureAI::DoSummon(uint32 entry, const Position& pos, uint32 despawnTime, TempSummonType summonType)
{
return me->SummonCreature(entry, pos, summonType, despawnTime);