[9198] Replace targeted movegen by 2 new: chase/follow movegens.

NOTE: this is mostly just formal adding 2 movegens with very limited cleanups.
Real result from adding 2 new movegens possible after apply more deep cleanups/fixes
in UNIT_STAT_CHASE/UNIT_STAT_FOLLOW set. But this will need more cereful changes
because we have currently sometime strange dependences and places for set for this flags.
Similar cleanups required for other movegen related flags. Infact i have related patches but
need more testing before apply step by step.
This commit is contained in:
VladimirMangos 2010-01-17 09:28:49 +03:00
parent 2e9bf5ad6a
commit 8a03785470
17 changed files with 232 additions and 138 deletions

View file

@ -86,7 +86,7 @@ ReactorAI::UpdateAI(const uint32 /*time_diff*/)
void
ReactorAI::EnterEvadeMode()
{
if( !m_creature->isAlive() )
if (!m_creature->isAlive())
{
DEBUG_LOG("Creature stopped attacking, he is dead [guid=%u]", m_creature->GetGUIDLow());
m_creature->GetMotionMaster()->MovementExpired();
@ -99,15 +99,15 @@ ReactorAI::EnterEvadeMode()
Unit* victim = ObjectAccessor::GetUnit(*m_creature, i_victimGuid );
if( !victim )
if (!victim)
{
DEBUG_LOG("Creature stopped attacking, no victim [guid=%u]", m_creature->GetGUIDLow());
}
else if( victim->HasStealthAura() )
else if (victim->HasStealthAura())
{
DEBUG_LOG("Creature stopped attacking, victim is in stealth [guid=%u]", m_creature->GetGUIDLow());
}
else if( victim->isInFlight() )
else if (victim->isInFlight())
{
DEBUG_LOG("Creature stopped attacking, victim is in flight [guid=%u]", m_creature->GetGUIDLow());
}
@ -122,7 +122,7 @@ ReactorAI::EnterEvadeMode()
m_creature->CombatStop(true);
m_creature->SetLootRecipient(NULL);
// Remove TargetedMovementGenerator from MotionMaster stack list, and add HomeMovementGenerator instead
if( m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE )
// Remove ChaseMovementGenerator from MotionMaster stack list, and add HomeMovementGenerator instead
if (m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() == CHASE_MOTION_TYPE)
m_creature->GetMotionMaster()->MoveTargetedHome();
}