feat(Core/Conditions): Implement CONDITION_AI_DATA and support for st… (#22879)

This commit is contained in:
Andrew
2025-09-11 18:38:56 -03:00
committed by GitHub
parent 110fd070f2
commit f893df775c
4 changed files with 25 additions and 2 deletions

View File

@@ -74,6 +74,8 @@ SmartAI::SmartAI(Creature* c) : CreatureAI(c)
_chaseOnInterrupt = false;
aiDataSet.clear();
// Xinef: Vehicle conditions
m_ConditionsTimer = 0;
if (me->GetVehicleKit())
@@ -778,6 +780,7 @@ void SmartAI::JustRespawned()
mFollowArrivedEntry = 0;
mFollowCreditType = 0;
mFollowArrivedAlive = true;
aiDataSet.clear();
}
void SmartAI::JustReachedHome()
@@ -963,8 +966,12 @@ void SmartAI::DoAction(int32 param)
GetScript()->ProcessEventsFor(SMART_EVENT_ACTION_DONE, nullptr, param);
}
uint32 SmartAI::GetData(uint32 /*id*/) const
uint32 SmartAI::GetData(uint32 id) const
{
auto const& itr = aiDataSet.find(id);
if (itr != aiDataSet.end())
return itr->second;
return 0;
}
@@ -980,6 +987,7 @@ void SmartAI::SetData(uint32 id, uint32 value, WorldObject* invoker)
gob = invoker->ToGameObject();
}
aiDataSet[id] = value;
GetScript()->ProcessEventsFor(SMART_EVENT_DATA_SET, unit, id, value, false, nullptr, gob);
}

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@@ -262,6 +262,7 @@ private:
uint32 m_ConditionsTimer;
bool _chaseOnInterrupt;
std::unordered_map<uint32, uint32> aiDataSet;
};
class SmartGameObjectAI : public GameObjectAI

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@@ -18,6 +18,8 @@
#include "ConditionMgr.h"
#include "AchievementMgr.h"
#include "GameEventMgr.h"
#include "GameObject.h"
#include "GameObjectAI.h"
#include "InstanceScript.h"
#include "ObjectMgr.h"
#include "Pet.h"
@@ -576,6 +578,14 @@ bool Condition::Meets(ConditionSourceInfo& sourceInfo)
condMeets = sWorldState->IsConditionFulfilled(ConditionValue1, ConditionValue2);
break;
}
case CONDITION_AI_DATA:
{
if (Creature* creature = object->ToCreature())
condMeets = creature->AI() && creature->AI()->GetData(ConditionValue1) == ConditionValue2;
else if (GameObject* go = object->ToGameObject())
condMeets = go->AI() && go->AI()->GetData(ConditionValue1) == ConditionValue2;
break;
}
default:
condMeets = false;
break;
@@ -779,6 +789,9 @@ uint32 Condition::GetSearcherTypeMaskForCondition()
case CONDITION_WORLD_SCRIPT:
mask |= GRID_MAP_TYPE_MASK_ALL;
break;
case CONDITION_AI_DATA:
mask |= GRID_MAP_TYPE_MASK_CREATURE | GRID_MAP_TYPE_MASK_GAMEOBJECT;
break;
default:
ASSERT(false && "Condition::GetSearcherTypeMaskForCondition - missing condition handling!");
break;

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@@ -87,8 +87,9 @@ enum ConditionTypes
CONDITION_QUEST_SATISFY_EXCLUSIVE = 101, // quest_id 0 0 true if satisfied exclusive group
CONDITION_HAS_AURA_TYPE = 102, // aura_type 0 0 true if has aura type
CONDITION_WORLD_SCRIPT = 103, // conditionId state 0 true if WorldState::IsConditionFulfilled returns true
CONDITION_AI_DATA = 104, // dataId value 0 true if AI::GetData returns value
CONDITION_AC_END = 104 // placeholder
CONDITION_AC_END = 105 // placeholder
};
/*! Documentation on implementing a new ConditionSourceType: