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https://github.com/mod-playerbots/azerothcore-wotlk.git
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First Commit
For Azeroth!
This commit is contained in:
277
src/server/game/Entities/Creature/CreatureGroups.cpp
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277
src/server/game/Entities/Creature/CreatureGroups.cpp
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/*
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* Copyright (C)
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* Copyright (C)
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "Creature.h"
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#include "CreatureGroups.h"
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#include "ObjectMgr.h"
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#include "CreatureAI.h"
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#include "MoveSplineInit.h"
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FormationMgr::~FormationMgr()
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{
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for (CreatureGroupInfoType::iterator itr = CreatureGroupMap.begin(); itr != CreatureGroupMap.end(); ++itr)
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delete itr->second;
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}
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void FormationMgr::AddCreatureToGroup(uint32 groupId, Creature* member)
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{
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Map* map = member->FindMap();
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if (!map)
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return;
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CreatureGroupHolderType::iterator itr = map->CreatureGroupHolder.find(groupId);
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//Add member to an existing group
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if (itr != map->CreatureGroupHolder.end())
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{
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;//sLog->outDebug(LOG_FILTER_UNITS, "Group found: %u, inserting creature GUID: %u, Group InstanceID %u", groupId, member->GetGUIDLow(), member->GetInstanceId());
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itr->second->AddMember(member);
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}
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//Create new group
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else
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{
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;//sLog->outDebug(LOG_FILTER_UNITS, "Group not found: %u. Creating new group.", groupId);
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CreatureGroup* group = new CreatureGroup(groupId);
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map->CreatureGroupHolder[groupId] = group;
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group->AddMember(member);
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}
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}
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void FormationMgr::RemoveCreatureFromGroup(CreatureGroup* group, Creature* member)
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{
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;//sLog->outDebug(LOG_FILTER_UNITS, "Deleting member pointer to GUID: %u from group %u", group->GetId(), member->GetDBTableGUIDLow());
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group->RemoveMember(member);
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if (group->isEmpty())
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{
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Map* map = member->FindMap();
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if (!map)
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return;
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;//sLog->outDebug(LOG_FILTER_UNITS, "Deleting group with InstanceID %u", member->GetInstanceId());
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map->CreatureGroupHolder.erase(group->GetId());
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delete group;
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}
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}
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void FormationMgr::LoadCreatureFormations()
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{
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uint32 oldMSTime = getMSTime();
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for (CreatureGroupInfoType::iterator itr = CreatureGroupMap.begin(); itr != CreatureGroupMap.end(); ++itr) // for reload case
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delete itr->second;
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CreatureGroupMap.clear();
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//Get group data
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QueryResult result = WorldDatabase.Query("SELECT leaderGUID, memberGUID, dist, angle, groupAI, point_1, point_2 FROM creature_formations ORDER BY leaderGUID");
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if (!result)
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{
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sLog->outErrorDb(">> Loaded 0 creatures in formations. DB table `creature_formations` is empty!");
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sLog->outString();
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return;
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}
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uint32 count = 0;
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Field* fields;
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FormationInfo* group_member;
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do
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{
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fields = result->Fetch();
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//Load group member data
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group_member = new FormationInfo();
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group_member->leaderGUID = fields[0].GetUInt32();
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uint32 memberGUID = fields[1].GetUInt32();
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group_member->groupAI = fields[4].GetUInt32();
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group_member->point_1 = fields[5].GetUInt16();
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group_member->point_2 = fields[6].GetUInt16();
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//If creature is group leader we may skip loading of dist/angle
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if (group_member->leaderGUID != memberGUID)
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{
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group_member->follow_dist = fields[2].GetFloat();
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group_member->follow_angle = fields[3].GetFloat() * M_PI / 180;
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}
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else
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{
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group_member->follow_dist = 0;
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group_member->follow_angle = 0;
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}
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// check data correctness
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{
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if (!sObjectMgr->GetCreatureData(group_member->leaderGUID))
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{
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sLog->outErrorDb("creature_formations table leader guid %u incorrect (not exist)", group_member->leaderGUID);
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delete group_member;
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continue;
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}
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if (!sObjectMgr->GetCreatureData(memberGUID))
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{
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sLog->outErrorDb("creature_formations table member guid %u incorrect (not exist)", memberGUID);
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delete group_member;
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continue;
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}
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}
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CreatureGroupMap[memberGUID] = group_member;
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++count;
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}
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while (result->NextRow());
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sLog->outString(">> Loaded %u creatures in formations in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
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sLog->outString();
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}
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void CreatureGroup::AddMember(Creature* member)
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{
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;//sLog->outDebug(LOG_FILTER_UNITS, "CreatureGroup::AddMember: Adding unit GUID: %u.", member->GetGUIDLow());
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//Check if it is a leader
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if (member->GetDBTableGUIDLow() == m_groupID)
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{
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;//sLog->outDebug(LOG_FILTER_UNITS, "Unit GUID: %u is formation leader. Adding group.", member->GetGUIDLow());
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m_leader = member;
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}
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m_members[member] = sFormationMgr->CreatureGroupMap.find(member->GetDBTableGUIDLow())->second;
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member->SetFormation(this);
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}
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void CreatureGroup::RemoveMember(Creature* member)
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{
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if (m_leader == member)
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m_leader = NULL;
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m_members.erase(member);
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member->SetFormation(NULL);
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}
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void CreatureGroup::MemberAttackStart(Creature* member, Unit* target)
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{
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uint8 groupAI = sFormationMgr->CreatureGroupMap[member->GetDBTableGUIDLow()]->groupAI;
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if (!groupAI)
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return;
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if (groupAI == 1 && member != m_leader)
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return;
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for (CreatureGroupMemberType::iterator itr = m_members.begin(); itr != m_members.end(); ++itr)
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{
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//if (m_leader) // avoid crash if leader was killed and reset.
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;//sLog->outDebug(LOG_FILTER_UNITS, "GROUP ATTACK: group instance id %u calls member instid %u", m_leader->GetInstanceId(), member->GetInstanceId());
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//Skip one check
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if (itr->first == member)
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continue;
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if (!itr->first->IsAlive())
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continue;
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if (itr->first->GetVictim())
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continue;
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if (itr->first->IsValidAttackTarget(target) && itr->first->AI())
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itr->first->AI()->AttackStart(target);
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}
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}
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void CreatureGroup::FormationReset(bool dismiss)
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{
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if (m_members.size() && m_members.begin()->second->groupAI == 5)
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return;
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for (CreatureGroupMemberType::iterator itr = m_members.begin(); itr != m_members.end(); ++itr)
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{
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if (itr->first != m_leader && itr->first->IsAlive())
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{
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if (dismiss)
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itr->first->GetMotionMaster()->Initialize();
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else
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itr->first->GetMotionMaster()->MoveIdle();
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;//sLog->outDebug(LOG_FILTER_UNITS, "Set %s movement for member GUID: %u", dismiss ? "default" : "idle", itr->first->GetGUIDLow());
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}
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}
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m_Formed = !dismiss;
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}
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void CreatureGroup::LeaderMoveTo(float x, float y, float z, bool run)
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{
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//! To do: This should probably get its own movement generator or use WaypointMovementGenerator.
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//! If the leader's path is known, member's path can be plotted as well using formation offsets.
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if (!m_leader)
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return;
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uint8 groupAI = sFormationMgr->CreatureGroupMap[m_leader->GetDBTableGUIDLow()]->groupAI;
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if (groupAI == 5)
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return;
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float pathDist = m_leader->GetExactDist(x, y, z);
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float pathAngle = m_leader->GetAngle(x, y);
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for (CreatureGroupMemberType::iterator itr = m_members.begin(); itr != m_members.end(); ++itr)
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{
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Creature* member = itr->first;
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if (member == m_leader || !member->IsAlive() || member->GetVictim())
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continue;
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// Xinef: If member is stunned / rooted etc don't allow to move him
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if (member->HasUnitState(UNIT_STATE_NOT_MOVE))
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continue;
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// Xinef: this should be automatized, if turn angle is greater than PI/2 (90°) we should swap formation angle
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if (M_PI - fabs(fabs(m_leader->GetOrientation() - pathAngle) - M_PI) > M_PI*0.50f)
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{
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// pussywizard: in both cases should be 2*M_PI - follow_angle
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// pussywizard: also, GetCurrentWaypointID() returns 0..n-1, while point_1 must be > 0, so +1
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// pussywizard: db table waypoint_data shouldn't have point id 0 and shouldn't have any gaps for this to work!
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// if (m_leader->GetCurrentWaypointID()+1 == itr->second->point_1 || m_leader->GetCurrentWaypointID()+1 == itr->second->point_2)
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itr->second->follow_angle = Position::NormalizeOrientation(itr->second->follow_angle + M_PI); //(2 * M_PI) - itr->second->follow_angle;
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}
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float followAngle = itr->second->follow_angle;
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float followDist = itr->second->follow_dist;
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float dx = x + cos(followAngle + pathAngle) * followDist;
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float dy = y + sin(followAngle + pathAngle) * followDist;
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float dz = z;
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Trinity::NormalizeMapCoord(dx);
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Trinity::NormalizeMapCoord(dy);
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member->UpdateGroundPositionZ(dx, dy, dz);
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member->SetUnitMovementFlags(m_leader->GetUnitMovementFlags());
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// pussywizard: setting the same movementflags is not enough, spline decides whether leader walks/runs, so spline param is now passed as "run" parameter to this function
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if (run && member->IsWalking())
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member->RemoveUnitMovementFlag(MOVEMENTFLAG_WALKING);
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else if (!run && !member->IsWalking())
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member->AddUnitMovementFlag(MOVEMENTFLAG_WALKING);
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// xinef: if we move members to position without taking care of sizes, we should compare distance without sizes
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// xinef: change members speed basing on distance - if too far speed up, if too close slow down
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UnitMoveType mtype = Movement::SelectSpeedType(member->GetUnitMovementFlags());
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member->SetSpeedRate(mtype, m_leader->GetSpeedRate(mtype) * member->GetExactDist(dx, dy, dz) / pathDist);
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member->GetMotionMaster()->MovePoint(0, dx, dy, dz);
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member->SetHomePosition(dx, dy, dz, pathAngle);
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}
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}
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