/* * This file is part of the AzerothCore Project. See AUTHORS file for Copyright information * * This program is free software; you can redistribute it and/or modify it under * the terms of the GNU General Public License as published by the Free Software * Foundation; either version 2 of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, but WITHOUT * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. * * You should have received a copy of the GNU General Public License along with * this program. If not, see . */ #include "TestCreature.h" #include "ThreatManager.h" #include "CombatManager.h" // Heap-allocated to avoid static init calling CreatureMovementData() // which requires sWorld to be set up (calls getIntConfig). CreatureTemplate* TestCreature::_fakeCreatureTemplate = nullptr; bool TestCreature::_fakeTemplateInitialized = false; TestCreature::TestCreature() : Creature() { } TestCreature::~TestCreature() { CleanupCombatState(); } void TestCreature::CleanupCombatState() { m_threatManager.ClearAllThreat(); m_combatManager.EndAllCombat(); // Must remove from world before destruction or ~Object will ABORT SetInWorld(false); } void TestCreature::ForceInitValues(ObjectGuid::LowType guidLow, uint32 entry) { Object::_Create(guidLow, entry, HighGuid::Unit); m_objectType |= TYPEMASK_UNIT; m_objectTypeId = TYPEID_UNIT; m_originalEntry = entry; // Initialize the fake creature template once with safe defaults. // Heap-allocated because CreatureMovementData() constructor needs sWorld. if (!_fakeTemplateInitialized) { _fakeCreatureTemplate = new CreatureTemplate(); _fakeCreatureTemplate->Entry = 0; _fakeCreatureTemplate->faction = 14; // hostile monster default _fakeCreatureTemplate->unit_class = 1; // CLASS_WARRIOR _fakeCreatureTemplate->speed_walk = 1.0f; _fakeCreatureTemplate->speed_run = 1.14286f; _fakeCreatureTemplate->speed_swim = 1.0f; _fakeCreatureTemplate->speed_flight = 1.0f; _fakeCreatureTemplate->DamageModifier = 1.0f; _fakeCreatureTemplate->BaseAttackTime = 2000; _fakeCreatureTemplate->RangeAttackTime = 2000; _fakeCreatureTemplate->BaseVariance = 1.0f; _fakeCreatureTemplate->RangeVariance = 1.0f; _fakeCreatureTemplate->ModHealth = 1.0f; _fakeCreatureTemplate->ModMana = 1.0f; _fakeCreatureTemplate->ModArmor = 1.0f; _fakeCreatureTemplate->ModExperience = 1.0f; _fakeCreatureTemplate->HoverHeight = 1.0f; _fakeCreatureTemplate->detection_range = 20.0f; _fakeCreatureTemplate->flags_extra = 0; _fakeCreatureTemplate->unit_flags = 0; _fakeCreatureTemplate->unit_flags2 = 0; _fakeCreatureTemplate->dynamicflags = 0; _fakeCreatureTemplate->type = 0; _fakeCreatureTemplate->type_flags = 0; // Movement is default-constructed by new CreatureTemplate(): // Ground=Run, Swim=true -> CanWalk() and CanSwim() return true _fakeTemplateInitialized = true; } m_creatureInfo = _fakeCreatureTemplate; } void TestCreature::SetTestMap(Map* map) { _testMap = map; // Also set the base class map pointer so GetMap() works // through the Unit* base pointer (polymorphic calls) WorldObject::SetMap(map); } void TestCreature::SetAlive(bool alive) { m_deathState = alive ? DeathState::Alive : DeathState::Dead; } void TestCreature::SetInWorld(bool inWorld) { if (inWorld && !Object::IsInWorld()) Object::AddToWorld(); else if (!inWorld && Object::IsInWorld()) Object::RemoveFromWorld(); } void TestCreature::SetPhase(uint32 phase) { SetPhaseMask(phase, false); } void TestCreature::SetFaction(uint32 faction) { // Set faction directly, bypassing Unit::SetFaction which calls // UpdateMoveInLineOfSightState() -> sObjectMgr->GetCreatureTemplate() SetUInt32Value(UNIT_FIELD_FACTIONTEMPLATE, faction); } void TestCreature::SetupForCombatTest(Map* map, ObjectGuid::LowType guidLow, uint32 entry) { ForceInitValues(guidLow, entry); // SetTestMap calls WorldObject::SetMap which asserts !IsInWorld(), // so we must set map BEFORE SetInWorld SetTestMap(map); SetInWorld(true); SetAlive(true); SetPhase(1); SetHostileFaction(); SetIsCombatDisallowed(false); ClearUnitState(UNIT_STATE_EVADE); ClearUnitState(UNIT_STATE_IN_FLIGHT); InitializeThreatManager(); } void TestCreature::InitializeThreatManager() { m_threatManager.Initialize(); }