Eluna fix previous commit (tested TC wotlk)

This commit is contained in:
Rochet2
2014-08-23 15:36:03 +03:00
parent 6a44dab525
commit b6663ba2d1
3 changed files with 140 additions and 57 deletions

View File

@@ -1,14 +1,16 @@
/*
* Copyright (C) 2010 - 2014 Eluna Lua Engine <http://emudevs.com/>
* This program is free software licensed under GPL version 3
* Please see the included DOCS/LICENSE.md for more information
*/
* Copyright (C) 2010 - 2014 Eluna Lua Engine <http://emudevs.com/>
* This program is free software licensed under GPL version 3
* Please see the included DOCS/LICENSE.md for more information
*/
#ifndef CREATUREMETHODS_H
#define CREATUREMETHODS_H
/***
* Non-[Player] controlled [Unit]s.
*
* Inherits [Object], [WorldObject], [Unit]
*/
namespace LuaCreature
{
@@ -43,10 +45,10 @@ namespace LuaCreature
}
/**
* Returns `true` if the [Creature] completes the [Quest] with the ID `quest_id`,
* Returns `true` if the [Creature] completes the [Quest] with the ID `questID`,
* and returns `false` otherwise.
*
* @param uint32 questID: the ID of a [Quest]
* @param uint32 questID : the ID of a [Quest]
* @return bool completesQuest
*/
int CanCompleteQuest(lua_State* L, Creature* creature)
@@ -65,7 +67,7 @@ namespace LuaCreature
* Returns `true` if the [Creature] can be targeted for attack,
* and returns `false` otherwise.
*
* @param bool mustBeDead = false: if `true`, only returns `true` if the [Creature] is also dead. Otherwise, it must be alive.
* @param bool mustBeDead = false : if `true`, only returns `true` if the [Creature] is also dead. Otherwise, it must be alive.
* @return bool targetable
*/
int IsTargetableForAttack(lua_State* L, Creature* creature)
@@ -84,9 +86,9 @@ namespace LuaCreature
* Returns `true` if the [Creature] can assist `friend` in combat against `enemy`,
* and returns `false` otherwise.
*
* @param Unit friend: the Unit we will be assisting
* @param Unit enemy: the Unit that we would attack if we assist `friend`
* @param bool checkFaction = true: if `true`, the [Creature] must be the same faction as `friend` to assist
* @param Unit friend : the Unit we will be assisting
* @param Unit enemy : the Unit that we would attack if we assist `friend`
* @param bool checkFaction = true : if `true`, the [Creature] must be the same faction as `friend` to assist
* @return bool canAssist
*/
int CanAssistTo(lua_State* L, Creature* creature)
@@ -149,11 +151,16 @@ namespace LuaCreature
* Returns `true` if the [Creature] can start attacking nearby hostile [Unit]s,
* and returns `false` otherwise.
*
* @return bool canInitiateAttack
* @return bool canAggro
*/
int CanAggro(lua_State* L, Creature* creature)
{
Eluna::Push(L, creature->CanInitiateAttack());
#ifdef TRINITY
Eluna::Push(L, !creature->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_NPC));
#else
// Eluna::Push(L, creature->CanInitiateAttack());
Eluna::Push(L, !creature->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PASSIVE));
#endif
return 1;
}
@@ -265,7 +272,7 @@ namespace LuaCreature
* Returns `true` if the [Creature] cannot cast `spellId` due to a category cooldown,
* and returns `false` otherwise.
*
* @param uint32 spellId: the ID of a [Spell]
* @param uint32 spellId : the ID of a [Spell]
* @return bool hasCooldown
*/
int HasCategoryCooldown(lua_State* L, Creature* creature)
@@ -280,7 +287,7 @@ namespace LuaCreature
* Returns `true` if the [Creature] can cast `spellId` when mind-controlled,
* and returns `false` otherwise.
*
* @param uint32 spellId: the ID of a [Spell]
* @param uint32 spellId : the ID of a [Spell]
* @return bool hasSpell
*/
int HasSpell(lua_State* L, Creature* creature)
@@ -295,7 +302,7 @@ namespace LuaCreature
* Returns `true` if the [Creature] starts the [Quest] `questId`,
* and returns `false` otherwise.
*
* @param uint32 questId: the ID of a [Quest]
* @param uint32 questId : the ID of a [Quest]
* @return bool hasQuest
*/
int HasQuest(lua_State* L, Creature* creature)
@@ -314,7 +321,7 @@ namespace LuaCreature
* Returns `true` if the [Creature] has `spellId` on cooldown,
* and returns `false` otherwise.
*
* @param uint32 spellId: the ID of a [Spell]
* @param uint32 spellId : the ID of a [Spell]
* @return bool hasCooldown
*/
int HasSpellCooldown(lua_State* L, Creature* creature)
@@ -338,6 +345,12 @@ namespace LuaCreature
}
#ifdef TRINITY
/**
* Returns `true` if the [Creature] is an invisible trigger,
* and returns `false` otherwise.
*
* @return bool canFly
*/
int IsTrigger(lua_State* L, Creature* creature)
{
Eluna::Push(L, creature->IsTrigger());
@@ -376,7 +389,7 @@ namespace LuaCreature
* This value does not usually change over a [Creature]'s lifespan,
* but can be modified by [Creature:SetRespawnDelay].
*
* @return uint32 respawnDelay: the respawn delay, in seconds
* @return uint32 respawnDelay : the respawn delay, in seconds
*/
int GetRespawnDelay(lua_State* L, Creature* creature)
{
@@ -396,6 +409,34 @@ namespace LuaCreature
return 1;
}
#ifdef TRINITY
/**
* Returns the current waypoint path ID of the [Creature].
*
* @return uint32 pathId
*/
int GetWaypointPath(lua_State* L, Creature* creature)
{
Eluna::Push(L, creature->GetWaypointPath());
return 1;
}
#endif
/**
* Returns the current waypoint ID of the [Creature].
*
* @return uint32 wpId
*/
int GetCurrentWaypointId(lua_State* L, Creature* creature)
{
#ifdef TRINITY
Eluna::Push(L, creature->GetCurrentWaypointID());
#else
Eluna::Push(L, creature->GetMotionMaster()->getLastReachedWaypoint());
#endif
return 1;
}
/**
* Returns the default movement type for this [Creature].
*
@@ -447,7 +488,7 @@ namespace LuaCreature
/**
* Returns the [Group] that can loot this [Creature].
*
* @return Group lootRecipientGroup: the group or `nil`
* @return Group lootRecipientGroup : the group or `nil`
*/
int GetLootRecipientGroup(lua_State* L, Creature* creature)
{
@@ -462,7 +503,7 @@ namespace LuaCreature
/**
* Returns the [Player] that can loot this [Creature].
*
* @return Player lootRecipient: the player or `nil`
* @return Player lootRecipient : the player or `nil`
*/
int GetLootRecipient(lua_State* L, Creature* creature)
{
@@ -475,7 +516,7 @@ namespace LuaCreature
*
* This is used by the core to apply C++ scripts to the Creature.
*
* It is not used by Eluna.
* It is not used by Eluna. Eluna will override AI scripts.
*
* @return string scriptName
*/
@@ -488,9 +529,9 @@ namespace LuaCreature
/**
* Returns the [Creature]'s AI name.
*
* This is used by the core to override the Creature's default AI.
* This is used by the core to assign the Creature's default AI.
*
* If the Creature is scripted by Eluna, this field is overriden.
* If the Creature is scripted by Eluna, the AI is overriden.
*
* @return string AIName
*/
@@ -503,7 +544,7 @@ namespace LuaCreature
/**
* Returns the [Creature]'s script ID.
*
* Every script name is assigned a unique ID by the core.
* Every C++ script name is assigned a unique ID by the core.
* This returns the ID for this [Creature]'s script name.
*
* @return uint32 scriptID
@@ -518,7 +559,7 @@ namespace LuaCreature
* Returns the [Creature]'s cooldown for `spellID`.
*
* @param uint32 spellID
* @return uint32 cooldown: the cooldown, in milliseconds
* @return uint32 cooldown : the cooldown, in milliseconds
*/
int GetCreatureSpellCooldownDelay(lua_State* L, Creature* creature)
{
@@ -531,7 +572,7 @@ namespace LuaCreature
/**
* Returns the delay between when the [Creature] dies and when its body despawns.
*
* @return uint32 corpseDelay: the delay, in seconds
* @return uint32 corpseDelay : the delay, in seconds
*/
int GetCorpseDelay(lua_State* L, Creature* creature)
{
@@ -574,12 +615,12 @@ namespace LuaCreature
*
* target = creature:GetAITarget(4, true, 3, 50, 24328)
*
* @param SelectAggroTarget targetType: how the threat list should be sorted
* @param bool playerOnly: if `true`, skips targets that aren't [Player]s
* @param uint32 position: if `targetType` is not random, used as an offset into the threat list
* @param float distance: if positive, the maximum distance for the target. If negative, the minimum distance
* @param int32 aura if positive, the target must have this [Aura]. If negative, the the target must not have this Aura
* @return Unit target: the target, or `nil`
* @param SelectAggroTarget targetType : how the threat list should be sorted
* @param bool playerOnly = false : if `true`, skips targets that aren't [Player]s
* @param uint32 position = 0 : used as an offset into the threat list. If `targetType` is random, used as the number of players from top of aggro to choose from
* @param float distance = 0.0 : if positive, the maximum distance for the target. If negative, the minimum distance
* @param int32 aura = 0 : if positive, the target must have this [Aura]. If negative, the the target must not have this Aura
* @return Unit target : the target, or `nil`
*/
int GetAITarget(lua_State* L, Creature* creature)
{
@@ -651,6 +692,8 @@ namespace LuaCreature
std::list<Unit*>::const_iterator itr = targetList.begin();
if (position)
std::advance(itr, urand(0, position));
else
std::advance(itr, urand(0, targetList.size()-1));
Eluna::Push(L, *itr);
}
break;
@@ -760,6 +803,34 @@ namespace LuaCreature
return 0;
}
/**
* Makes the [Creature] able to fly if enabled.
*
* @param bool enable = true
*/
int SetDisableGravity(lua_State* L, Creature* creature)
{
bool enable = Eluna::CHECKVAL<bool>(L, 2, true);
#ifdef TRINITY
creature->SetDisableGravity(!enable);
#else
creature->SetLevitate(enable);
#endif
return 0;
}
#ifdef TRINITY
int SetLootMode(lua_State* L, Creature* creature) // TODO: Implement LootMode features
{
uint16 lootMode = Eluna::CHECKVAL<uint16>(L, 2);
creature->SetLootMode(lootMode);
return 0;
}
#endif
/**
* Sets the [Creature]'s death state to `deathState`.
*
@@ -780,7 +851,7 @@ namespace LuaCreature
/**
* Sets whether the [Creature] is currently walking or running.
*
* @param bool enable: `true` to enable walking, `false` for running
* @param bool enable = true : `true` to enable walking, `false` for running
*/
int SetWalk(lua_State* L, Creature* creature) // TODO: Move same to Player ?
{
@@ -793,20 +864,23 @@ namespace LuaCreature
/**
* Sets whether the [Creature] can be aggroed by movement or not.
*
* @param bool allow: `true` to allow aggro, `false` to disable aggro
* @param bool allow = true : `true` to allow aggro, `false` to disable aggro
*/
int SetAggroEnabled(lua_State* L, Creature* creature)
{
bool allow = Eluna::CHECKVAL<bool>(L, 2);
bool allow = Eluna::CHECKVAL<bool>(L, 2, true);
#ifdef TRINITY
if (allow)
{
creature->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PASSIVE);
}
creature->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_NPC);
else
creature->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_NPC);
#else
if (allow)
creature->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PASSIVE);
else
{
creature->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PASSIVE);
}
#endif
return 0;
}
@@ -814,7 +888,7 @@ namespace LuaCreature
/**
* Sets whether the [Creature] gives reputation or not.
*
* @param bool disable: `true` to disable reputation, `false` to enable
* @param bool disable = true : `true` to disable reputation, `false` to enable
*/
int SetDisableReputationGain(lua_State* L, Creature* creature)
{
@@ -852,7 +926,7 @@ namespace LuaCreature
/**
* Sets the time it takes for the [Creature] to respawn when killed.
*
* @param uint32 delay: the delay, in seconds
* @param uint32 delay : the delay, in seconds
*/
int SetRespawnDelay(lua_State* L, Creature* creature)
{
@@ -878,7 +952,7 @@ namespace LuaCreature
/**
* Sets whether the [Creature] can search for assistance at low health or not.
*
* @param bool enable: `true` to disable searching, `false` to allow
* @param bool enable = true : `true` to disable searching, `false` to allow
*/
int SetNoSearchAssistance(lua_State* L, Creature* creature)
{
@@ -891,7 +965,7 @@ namespace LuaCreature
/**
* Sets whether the [Creature] can call nearby enemies for help in combat or not.
*
* @param bool enable: `true` to disable calling for help, `false` to enable
* @param bool enable = true : `true` to disable calling for help, `false` to enable
*/
int SetNoCallAssistance(lua_State* L, Creature* creature)
{
@@ -902,18 +976,27 @@ namespace LuaCreature
}
/**
* Sets whether the creature is hovering or not.
* Sets whether the creature is hovering / levitating or not.
*
* @param bool enable: `true` to enable hovering, `false` to disable
* @param bool enable = true : `true` to enable hovering, `false` to disable
*/
int SetHover(lua_State* L, Creature* creature)
{
bool enable = Eluna::CHECKVAL<bool>(L, 2, true);
#ifndef TRINITY
creature->SetLevitate(enable);
#else
#ifdef TRINITY
creature->SetHover(enable);
#else
// Copy paste from Aura::HandleAuraHover
// TODO: implement core side properly
WorldPacket data;
if (enable)
data.Initialize(SMSG_MOVE_SET_HOVER, 8 + 4);
else
data.Initialize(SMSG_MOVE_UNSET_HOVER, 8 + 4);
data << creature->GetPackGUID();
data << uint32(0);
creature->SendMessageToSet(&data, true);
#endif
return 0;
}
@@ -922,6 +1005,8 @@ namespace LuaCreature
/**
* Despawn this [Creature].
*
* @param uint32 delay = 0 : dely to despawn in milliseconds
*/
int DespawnOrUnsummon(lua_State* L, Creature* creature)
{
@@ -1037,8 +1122,8 @@ namespace LuaCreature
/**
* Transform the [Creature] into another Creature.
*
* @param uint32 entry: the Creature ID to transform into
* @param uint32 dataGUIDLow: use this Creature's model and equipment instead of the defaults
* @param uint32 entry : the Creature ID to transform into
* @param uint32 dataGUIDLow = 0 : use this Creature's model and equipment instead of the defaults
*/
int UpdateEntry(lua_State* L, Creature* creature)
{

View File

@@ -1471,11 +1471,11 @@ struct ElunaCreatureAI : ScriptedAI
void UpdateAI(uint32 diff) override
#endif
{
#ifndef TRINITY
if (IsCombatMovement())
#ifdef TRINITY
if (!me->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_NPC))
ScriptedAI::UpdateAI(diff);
#else
if (!me->HasReactState(REACT_PASSIVE))
if (!me->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PASSIVE))
ScriptedAI::UpdateAI(diff);
#endif
ENTRY_BEGIN(CreatureEventBindings, me->GetEntry(), CREATURE_EVENT_ON_AIUPDATE, return);

View File

@@ -722,9 +722,9 @@ ElunaRegister<Creature> CreatureMethods[] =
{ "GetDefaultMovementType", &LuaCreature::GetDefaultMovementType },
{ "GetRespawnDelay", &LuaCreature::GetRespawnDelay },
{ "GetWanderRadius", &LuaCreature::GetWanderRadius },
{ "GetCurrentWaypointId", &LuaCreature::GetCurrentWaypointId },
#ifdef TRINITY
{ "GetWaypointPath", &LuaCreature::GetWaypointPath },
{ "GetCurrentWaypointId", &LuaCreature::GetCurrentWaypointId },
{ "GetLootMode", &LuaCreature::GetLootMode },
#endif
{ "GetLootRecipient", &LuaCreature::GetLootRecipient },
@@ -736,9 +736,7 @@ ElunaRegister<Creature> CreatureMethods[] =
// Setters
{ "SetHover", &LuaCreature::SetHover },
#ifdef TRINITY
{"SetDisableGravity", &LuaCreature::SetDisableGravity },
#endif
{ "SetDisableGravity", &LuaCreature::SetDisableGravity },
{ "SetAggroEnabled", &LuaCreature::SetAggroEnabled },
{ "SetNoCallAssistance", &LuaCreature::SetNoCallAssistance },
{ "SetNoSearchAssistance", &LuaCreature::SetNoSearchAssistance },