/* * Copyright (C) 2008-2017 TrinityCore * * 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 "DatabaseEnv.h" #include "ObjectMgr.h" #include "ObjectDefines.h" #include "GridDefines.h" #include "GridNotifiers.h" #include "SpellMgr.h" #include "Cell.h" #include "Group.h" #include "SmartAI.h" #include "ScriptMgr.h" #include "Vehicle.h" SmartAI::SmartAI(Creature* c) : CreatureAI(c) { mIsCharmed = false; // copy script to local (protection for table reload) mWayPoints = nullptr; mEscortState = SMART_ESCORT_NONE; mCurrentWPID = 0;//first wp id is 1 !! mWPReached = false; mWPPauseTimer = 0; mEscortNPCFlags = 0; mLastWP = nullptr; mCanRepeatPath = false; // Spawn in run mode me->SetWalk(false); mRun = false; mEvadeDisabled = false; mLastOOCPos = me->GetPosition(); mCanAutoAttack = true; mCanCombatMove = true; mForcedPaused = false; mLastWPIDReached = 0; mEscortQuestID = 0; mDespawnTime = 0; mDespawnState = 0; mEscortInvokerCheckTimer = 1000; mFollowGuid.Clear(); mFollowDist = 0; mFollowAngle = 0; mFollowCredit = 0; mFollowArrivedEntry = 0; mFollowCreditType = 0; mFollowArrivedTimer = 0; mInvincibilityHpLevel = 0; mJustReset = false; mConditionsTimer = 0; mHasConditions = sConditionMgr->HasConditionsForNotGroupedEntry(CONDITION_SOURCE_TYPE_CREATURE_TEMPLATE_VEHICLE, c->GetEntry()); _gossipReturn = false; } bool SmartAI::IsAIControlled() const { return !mIsCharmed; } void SmartAI::UpdateDespawn(uint32 diff) { if (mDespawnState <= 1 || mDespawnState > 3) return; if (mDespawnTime < diff) { if (mDespawnState == 2) { me->SetVisible(false); mDespawnTime = 5000; mDespawnState++; } else me->DespawnOrUnsummon(); } else mDespawnTime -= diff; } WayPoint* SmartAI::GetNextWayPoint() { if (!mWayPoints || mWayPoints->empty()) return nullptr; mCurrentWPID++; WPPath::const_iterator itr = mWayPoints->find(mCurrentWPID); if (itr != mWayPoints->end()) { mLastWP = (*itr).second; if (mLastWP->id != mCurrentWPID) { TC_LOG_ERROR("misc", "SmartAI::GetNextWayPoint: Got not expected waypoint id %u, expected %u", mLastWP->id, mCurrentWPID); } return (*itr).second; } return nullptr; } void SmartAI::StartPath(bool run, uint32 path, bool repeat, Unit* invoker) { if (me->IsInCombat())// no wp movement in combat { TC_LOG_ERROR("misc", "SmartAI::StartPath: Creature entry %u wanted to start waypoint movement while in combat, ignoring.", me->GetEntry()); return; } if (HasEscortState(SMART_ESCORT_ESCORTING)) StopPath(); if (path) { if (!LoadPath(path)) return; } if (!mWayPoints || mWayPoints->empty()) return; if (WayPoint* wp = GetNextWayPoint()) { AddEscortState(SMART_ESCORT_ESCORTING); mCanRepeatPath = repeat; SetRun(run); if (invoker && invoker->GetTypeId() == TYPEID_PLAYER) { mEscortNPCFlags = me->GetUInt32Value(UNIT_NPC_FLAGS); me->SetUInt32Value(UNIT_NPC_FLAGS, 0); } mLastOOCPos = me->GetPosition(); me->GetMotionMaster()->MovePoint(wp->id, wp->x, wp->y, wp->z); GetScript()->ProcessEventsFor(SMART_EVENT_WAYPOINT_START, nullptr, wp->id, GetScript()->GetPathId()); } } bool SmartAI::LoadPath(uint32 entry) { if (HasEscortState(SMART_ESCORT_ESCORTING)) return false; mWayPoints = sSmartWaypointMgr->GetPath(entry); if (!mWayPoints) { GetScript()->SetPathId(0); return false; } GetScript()->SetPathId(entry); return true; } void SmartAI::PausePath(uint32 delay, bool forced) { if (!HasEscortState(SMART_ESCORT_ESCORTING)) return; if (HasEscortState(SMART_ESCORT_PAUSED)) { TC_LOG_ERROR("misc", "SmartAI::PausePath: Creature entry %u wanted to pause waypoint movement while already paused, ignoring.", me->GetEntry()); return; } mForcedPaused = forced; mLastOOCPos = me->GetPosition(); AddEscortState(SMART_ESCORT_PAUSED); mWPPauseTimer = delay; if (forced) { SetRun(mRun); me->StopMoving();//force stop me->GetMotionMaster()->MoveIdle();//force stop } GetScript()->ProcessEventsFor(SMART_EVENT_WAYPOINT_PAUSED, nullptr, mLastWP->id, GetScript()->GetPathId()); } void SmartAI::StopPath(uint32 DespawnTime, uint32 quest, bool fail) { if (!HasEscortState(SMART_ESCORT_ESCORTING)) return; if (quest) mEscortQuestID = quest; SetDespawnTime(DespawnTime); //mDespawnTime = DespawnTime; mLastOOCPos = me->GetPosition(); me->StopMoving();//force stop me->GetMotionMaster()->MoveIdle(); GetScript()->ProcessEventsFor(SMART_EVENT_WAYPOINT_STOPPED, nullptr, mLastWP->id, GetScript()->GetPathId()); EndPath(fail); } void SmartAI::EndPath(bool fail) { GetScript()->ProcessEventsFor(SMART_EVENT_WAYPOINT_ENDED, nullptr, mLastWP->id, GetScript()->GetPathId()); RemoveEscortState(SMART_ESCORT_ESCORTING | SMART_ESCORT_PAUSED | SMART_ESCORT_RETURNING); mWayPoints = nullptr; mCurrentWPID = 0; mWPPauseTimer = 0; mLastWP = nullptr; if (mEscortNPCFlags) { me->SetUInt32Value(UNIT_NPC_FLAGS, mEscortNPCFlags); mEscortNPCFlags = 0; } if (mCanRepeatPath) { if (IsAIControlled()) StartPath(mRun, GetScript()->GetPathId(), true); } else GetScript()->SetPathId(0); ObjectVector const* targets = GetScript()->GetStoredTargetVector(SMART_ESCORT_TARGETS, *me); if (targets && mEscortQuestID) { if (targets->size() == 1 && GetScript()->IsPlayer((*targets->begin()))) { Player* player = targets->front()->ToPlayer(); if (!fail && player->IsAtGroupRewardDistance(me) && !player->HasCorpse()) player->GroupEventHappens(mEscortQuestID, me); if (fail) player->FailQuest(mEscortQuestID); if (Group* group = player->GetGroup()) { for (GroupReference* groupRef = group->GetFirstMember(); groupRef != nullptr; groupRef = groupRef->next()) { Player* groupGuy = groupRef->GetSource(); if (!groupGuy->IsInMap(player)) continue; if (!fail && groupGuy->IsAtGroupRewardDistance(me) && !groupGuy->HasCorpse()) groupGuy->AreaExploredOrEventHappens(mEscortQuestID); else if (fail) groupGuy->FailQuest(mEscortQuestID); } } } else { for (WorldObject* target : *targets) { if (GetScript()->IsPlayer(target)) { Player* player = target->ToPlayer(); if (!fail && player->IsAtGroupRewardDistance(me) && !player->HasCorpse()) player->AreaExploredOrEventHappens(mEscortQuestID); else if (fail) player->FailQuest(mEscortQuestID); } } } } if (mDespawnState == 1) StartDespawn(); } void SmartAI::ResumePath() { SetRun(mRun); if (mLastWP) me->GetMotionMaster()->MovePoint(mLastWP->id, mLastWP->x, mLastWP->y, mLastWP->z); } void SmartAI::ReturnToLastOOCPos() { if (!IsAIControlled()) return; SetRun(mRun); me->GetMotionMaster()->MovePoint(SMART_ESCORT_LAST_OOC_POINT, mLastOOCPos); } void SmartAI::UpdatePath(const uint32 diff) { if (!HasEscortState(SMART_ESCORT_ESCORTING)) return; if (mEscortInvokerCheckTimer < diff) { // Escort failed, no players in range if (!IsEscortInvokerInRange()) { StopPath(0, mEscortQuestID, true); // allow to properly hook out of range despawn action, which in most cases should perform the same operation as dying GetScript()->ProcessEventsFor(SMART_EVENT_DEATH, me); me->DespawnOrUnsummon(1); return; } mEscortInvokerCheckTimer = 1000; } else mEscortInvokerCheckTimer -= diff; // handle pause if (HasEscortState(SMART_ESCORT_PAUSED)) { if (mWPPauseTimer < diff) { if (!me->IsInCombat() && !HasEscortState(SMART_ESCORT_RETURNING) && (mWPReached || mLastWPIDReached == SMART_ESCORT_LAST_OOC_POINT || mForcedPaused)) { GetScript()->ProcessEventsFor(SMART_EVENT_WAYPOINT_RESUMED, nullptr, mLastWP->id, GetScript()->GetPathId()); RemoveEscortState(SMART_ESCORT_PAUSED); if (mForcedPaused)// if paused between 2 wps resend movement { ResumePath(); mWPReached = false; mForcedPaused = false; } if (mLastWPIDReached == SMART_ESCORT_LAST_OOC_POINT) mWPReached = true; } mWPPauseTimer = 0; } else mWPPauseTimer -= diff; } if (HasEscortState(SMART_ESCORT_RETURNING)) { if (mWPReached)//reached OOC WP { RemoveEscortState(SMART_ESCORT_RETURNING); if (!HasEscortState(SMART_ESCORT_PAUSED)) ResumePath(); mWPReached = false; } } if ((!me->HasReactState(REACT_PASSIVE) && me->IsInCombat()) || HasEscortState(SMART_ESCORT_PAUSED | SMART_ESCORT_RETURNING)) return; // handle next wp if (mWPReached)//reached WP { mWPReached = false; if (mCurrentWPID == GetWPCount()) { EndPath(); } else if (WayPoint* wp = GetNextWayPoint()) { SetRun(mRun); me->GetMotionMaster()->MovePoint(wp->id, wp->x, wp->y, wp->z); } } } void SmartAI::UpdateAI(uint32 diff) { CheckConditions(diff); GetScript()->OnUpdate(diff); UpdatePath(diff); UpdateDespawn(diff); /// @todo move to void if (mFollowGuid) { if (mFollowArrivedTimer < diff) { if (me->FindNearestCreature(mFollowArrivedEntry, INTERACTION_DISTANCE, true)) { StopFollow(true); return; } mFollowArrivedTimer = 1000; } else mFollowArrivedTimer -= diff; } if (!IsAIControlled()) return; if (!UpdateVictim()) return; if (mCanAutoAttack) DoMeleeAttackIfReady(); } bool SmartAI::IsEscortInvokerInRange() { if (ObjectVector const* targets = GetScript()->GetStoredTargetVector(SMART_ESCORT_TARGETS, *me)) { float checkDist = me->GetInstanceScript() ? SMART_ESCORT_MAX_PLAYER_DIST * 2 : SMART_ESCORT_MAX_PLAYER_DIST; if (targets->size() == 1 && GetScript()->IsPlayer((*targets->begin()))) { Player* player = (*targets->begin())->ToPlayer(); if (me->GetDistance(player) <= checkDist) return true; if (Group* group = player->GetGroup()) { for (GroupReference* groupRef = group->GetFirstMember(); groupRef != nullptr; groupRef = groupRef->next()) { Player* groupGuy = groupRef->GetSource(); if (groupGuy->IsInMap(player) && me->GetDistance(groupGuy) <= checkDist) return true; } } } else { for (WorldObject* target : *targets) { if (GetScript()->IsPlayer(target)) { if (me->GetDistance(target->ToPlayer()) <= checkDist) return true; } } } // no valid target found return false; } // no player invoker was stored, just ignore range check return true; } void SmartAI::MovepointReached(uint32 id) { if (id != SMART_ESCORT_LAST_OOC_POINT && mLastWPIDReached != id) GetScript()->ProcessEventsFor(SMART_EVENT_WAYPOINT_REACHED, nullptr, id); mLastWPIDReached = id; mWPReached = true; } void SmartAI::MovementInform(uint32 MovementType, uint32 Data) { if ((MovementType == POINT_MOTION_TYPE && Data == SMART_ESCORT_LAST_OOC_POINT) || MovementType == FOLLOW_MOTION_TYPE) me->ClearUnitState(UNIT_STATE_EVADE); GetScript()->ProcessEventsFor(SMART_EVENT_MOVEMENTINFORM, nullptr, MovementType, Data); if (MovementType != POINT_MOTION_TYPE || !HasEscortState(SMART_ESCORT_ESCORTING)) return; MovepointReached(Data); } void SmartAI::EnterEvadeMode(EvadeReason /*why*/) { if (mEvadeDisabled) { GetScript()->ProcessEventsFor(SMART_EVENT_EVADE); return; } if (!IsAIControlled()) { me->AttackStop(); return; } if (!_EnterEvadeMode()) return; me->AddUnitState(UNIT_STATE_EVADE); GetScript()->ProcessEventsFor(SMART_EVENT_EVADE);//must be after aura clear so we can cast spells from db SetRun(mRun); if (HasEscortState(SMART_ESCORT_ESCORTING)) { AddEscortState(SMART_ESCORT_RETURNING); ReturnToLastOOCPos(); } else if (Unit* target = mFollowGuid ? ObjectAccessor::GetUnit(*me, mFollowGuid) : nullptr) { me->GetMotionMaster()->MoveFollow(target, mFollowDist, mFollowAngle); // evade is not cleared in MoveFollow, so we can't keep it me->ClearUnitState(UNIT_STATE_EVADE); } else if (Unit* owner = me->GetCharmerOrOwner()) { me->GetMotionMaster()->MoveFollow(owner, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE); me->ClearUnitState(UNIT_STATE_EVADE); } else me->GetMotionMaster()->MoveTargetedHome(); if (!HasEscortState(SMART_ESCORT_ESCORTING)) //dont mess up escort movement after combat SetRun(mRun); } void SmartAI::MoveInLineOfSight(Unit* who) { if (!who) return; GetScript()->OnMoveInLineOfSight(who); if (!IsAIControlled()) return; if (AssistPlayerInCombatAgainst(who)) return; CreatureAI::MoveInLineOfSight(who); } bool SmartAI::CanAIAttack(const Unit* /*who*/) const { return !(me->HasReactState(REACT_PASSIVE)); } bool SmartAI::AssistPlayerInCombatAgainst(Unit* who) { if (me->HasReactState(REACT_PASSIVE) || !IsAIControlled()) return false; if (!who || !who->GetVictim()) return false; //experimental (unknown) flag not present if (!(me->GetCreatureTemplate()->type_flags & CREATURE_TYPE_FLAG_CAN_ASSIST)) return false; //not a player if (!who->EnsureVictim()->GetCharmerOrOwnerPlayerOrPlayerItself()) return false; //never attack friendly if (!me->IsValidAssistTarget(who->GetVictim())) return false; //too far away and no free sight? if (me->IsWithinDistInMap(who, SMART_MAX_AID_DIST) && me->IsWithinLOSInMap(who)) { //already fighting someone? if (!me->GetVictim()) { AttackStart(who); return true; } else { who->SetInCombatWith(me); me->AddThreat(who, 0.0f); return true; } } return false; } void SmartAI::JustRespawned() { mDespawnTime = 0; mDespawnState = 0; mEscortState = SMART_ESCORT_NONE; me->SetVisible(true); if (me->GetFaction() != me->GetCreatureTemplate()->faction) me->RestoreFaction(); mJustReset = true; JustReachedHome(); GetScript()->ProcessEventsFor(SMART_EVENT_RESPAWN); mFollowGuid.Clear();//do not reset follower on Reset(), we need it after combat evade mFollowDist = 0; mFollowAngle = 0; mFollowCredit = 0; mFollowArrivedTimer = 1000; mFollowArrivedEntry = 0; mFollowCreditType = 0; } void SmartAI::JustReachedHome() { GetScript()->OnReset(); if (!mJustReset) { GetScript()->ProcessEventsFor(SMART_EVENT_REACHED_HOME); if (!UpdateVictim() && me->GetMotionMaster()->GetCurrentMovementGeneratorType() == IDLE_MOTION_TYPE && me->GetWaypointPath()) me->GetMotionMaster()->MovePath(me->GetWaypointPath(), true); } mJustReset = false; } void SmartAI::EnterCombat(Unit* enemy) { if (IsAIControlled()) me->InterruptNonMeleeSpells(false); // must be before ProcessEvents GetScript()->ProcessEventsFor(SMART_EVENT_AGGRO, enemy); if (!IsAIControlled()) return; mLastOOCPos = me->GetPosition(); SetRun(mRun); if (me->GetMotionMaster()->GetMotionSlotType(MOTION_SLOT_ACTIVE) == POINT_MOTION_TYPE) me->GetMotionMaster()->MovementExpired(); } void SmartAI::JustDied(Unit* killer) { GetScript()->ProcessEventsFor(SMART_EVENT_DEATH, killer); if (HasEscortState(SMART_ESCORT_ESCORTING)) { EndPath(true); me->StopMoving();//force stop me->GetMotionMaster()->MoveIdle(); } } void SmartAI::KilledUnit(Unit* victim) { GetScript()->ProcessEventsFor(SMART_EVENT_KILL, victim); } void SmartAI::JustSummoned(Creature* creature) { GetScript()->ProcessEventsFor(SMART_EVENT_SUMMONED_UNIT, creature); } void SmartAI::AttackStart(Unit* who) { // dont allow charmed npcs to act on their own if (!IsAIControlled()) { if (who && mCanAutoAttack) me->Attack(who, true); return; } if (who && me->Attack(who, me->IsWithinMeleeRange(who))) { if (mCanCombatMove) me->GetMotionMaster()->MoveChase(who); } } void SmartAI::SpellHit(Unit* unit, const SpellInfo* spellInfo) { GetScript()->ProcessEventsFor(SMART_EVENT_SPELLHIT, unit, 0, 0, false, spellInfo); } void SmartAI::SpellHitTarget(Unit* target, const SpellInfo* spellInfo) { GetScript()->ProcessEventsFor(SMART_EVENT_SPELLHIT_TARGET, target, 0, 0, false, spellInfo); } void SmartAI::DamageTaken(Unit* doneBy, uint32& damage) { GetScript()->ProcessEventsFor(SMART_EVENT_DAMAGED, doneBy, damage); if (!IsAIControlled()) // don't allow players to use unkillable units return; if (mInvincibilityHpLevel && (damage >= me->GetHealth() - mInvincibilityHpLevel)) damage = me->GetHealth() - mInvincibilityHpLevel; // damage should not be nullified, because of player damage req. } void SmartAI::HealReceived(Unit* doneBy, uint32& addhealth) { GetScript()->ProcessEventsFor(SMART_EVENT_RECEIVE_HEAL, doneBy, addhealth); } void SmartAI::ReceiveEmote(Player* player, uint32 textEmote) { GetScript()->ProcessEventsFor(SMART_EVENT_RECEIVE_EMOTE, player, textEmote); } void SmartAI::IsSummonedBy(Unit* summoner) { GetScript()->ProcessEventsFor(SMART_EVENT_JUST_SUMMONED, summoner); } void SmartAI::DamageDealt(Unit* doneTo, uint32& damage, DamageEffectType /*damagetype*/) { GetScript()->ProcessEventsFor(SMART_EVENT_DAMAGED_TARGET, doneTo, damage); } void SmartAI::SummonedCreatureDespawn(Creature* unit) { GetScript()->ProcessEventsFor(SMART_EVENT_SUMMON_DESPAWNED, unit); } void SmartAI::CorpseRemoved(uint32& respawnDelay) { GetScript()->ProcessEventsFor(SMART_EVENT_CORPSE_REMOVED, nullptr, respawnDelay); } void SmartAI::PassengerBoarded(Unit* who, int8 seatId, bool apply) { GetScript()->ProcessEventsFor(apply ? SMART_EVENT_PASSENGER_BOARDED : SMART_EVENT_PASSENGER_REMOVED, who, uint32(seatId), 0, apply); } void SmartAI::InitializeAI() { GetScript()->OnInitialize(me); if (!me->isDead()) { mJustReset = true; JustReachedHome(); GetScript()->ProcessEventsFor(SMART_EVENT_RESPAWN); } } void SmartAI::OnCharmed(bool apply) { if (apply) // do this before we change charmed state, as charmed state might prevent these things from processing { if (HasEscortState(SMART_ESCORT_ESCORTING | SMART_ESCORT_PAUSED | SMART_ESCORT_RETURNING)) EndPath(true); me->StopMoving(); } mIsCharmed = apply; if (!apply && !me->IsInEvadeMode()) { if (mCanRepeatPath) StartPath(mRun, GetScript()->GetPathId(), true); else me->SetWalk(!mRun); if (Unit* charmer = me->GetCharmer()) AttackStart(charmer); } GetScript()->ProcessEventsFor(SMART_EVENT_CHARMED, nullptr, 0, 0, apply); } void SmartAI::DoAction(int32 param) { GetScript()->ProcessEventsFor(SMART_EVENT_ACTION_DONE, nullptr, param); } uint32 SmartAI::GetData(uint32 /*id*/) const { return 0; } void SmartAI::SetData(uint32 id, uint32 value) { GetScript()->ProcessEventsFor(SMART_EVENT_DATA_SET, nullptr, id, value); } void SmartAI::SetGUID(ObjectGuid /*guid*/, int32 /*id*/) { } ObjectGuid SmartAI::GetGUID(int32 /*id*/) const { return ObjectGuid::Empty; } void SmartAI::SetRun(bool run) { me->SetWalk(!run); mRun = run; } void SmartAI::SetDisableGravity(bool fly) { me->SetDisableGravity(fly); } void SmartAI::SetCanFly(bool fly) { me->SetCanFly(fly); } void SmartAI::SetSwim(bool swim) { me->SetSwim(swim); } void SmartAI::SetEvadeDisabled(bool disable) { mEvadeDisabled = disable; } bool SmartAI::GossipHello(Player* player) { _gossipReturn = false; GetScript()->ProcessEventsFor(SMART_EVENT_GOSSIP_HELLO, player); return _gossipReturn; } bool SmartAI::GossipSelect(Player* player, uint32 menuId, uint32 gossipListId) { _gossipReturn = false; GetScript()->ProcessEventsFor(SMART_EVENT_GOSSIP_SELECT, player, menuId, gossipListId); return _gossipReturn; } bool SmartAI::GossipSelectCode(Player* /*player*/, uint32 /*menuId*/, uint32 /*gossipListId*/, const char* /*code*/) { return false; } void SmartAI::QuestAccept(Player* player, Quest const* quest) { GetScript()->ProcessEventsFor(SMART_EVENT_ACCEPTED_QUEST, player, quest->GetQuestId()); } void SmartAI::QuestReward(Player* player, Quest const* quest, uint32 opt) { GetScript()->ProcessEventsFor(SMART_EVENT_REWARD_QUEST, player, quest->GetQuestId(), opt); } void SmartAI::SetCombatMove(bool on) { if (mCanCombatMove == on) return; mCanCombatMove = on; if (!IsAIControlled()) return; if (!HasEscortState(SMART_ESCORT_ESCORTING)) { if (on && me->GetVictim()) { if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == IDLE_MOTION_TYPE) { SetRun(mRun); me->GetMotionMaster()->MoveChase(me->GetVictim()); me->CastStop(); } } else { if (me->HasUnitState(UNIT_STATE_CONFUSED_MOVE | UNIT_STATE_FLEEING_MOVE)) return; me->GetMotionMaster()->MovementExpired(); me->GetMotionMaster()->Clear(true); me->StopMoving(); me->GetMotionMaster()->MoveIdle(); } } } void SmartAI::SetFollow(Unit* target, float dist, float angle, uint32 credit, uint32 end, uint32 creditType) { if (!target) { StopFollow(false); return; } mFollowGuid = target->GetGUID(); mFollowDist = dist; mFollowAngle = angle; mFollowArrivedTimer = 1000; mFollowCredit = credit; mFollowArrivedEntry = end; mFollowCreditType = creditType; SetRun(mRun); me->GetMotionMaster()->MoveFollow(target, mFollowDist, mFollowAngle); } void SmartAI::StopFollow(bool complete) { mFollowGuid.Clear(); mFollowDist = 0; mFollowAngle = 0; mFollowCredit = 0; mFollowArrivedTimer = 1000; mFollowArrivedEntry = 0; mFollowCreditType = 0; me->StopMoving(); me->GetMotionMaster()->MoveIdle(); if (!complete) return; if (Player* player = ObjectAccessor::GetPlayer(*me, mFollowGuid)) { if (!mFollowCreditType) player->RewardPlayerAndGroupAtEvent(mFollowCredit, me); else player->GroupEventHappens(mFollowCredit, me); } SetDespawnTime(5000); StartDespawn(); GetScript()->ProcessEventsFor(SMART_EVENT_FOLLOW_COMPLETED); } void SmartAI::SetScript9(SmartScriptHolder& e, uint32 entry, Unit* invoker) { if (invoker) GetScript()->mLastInvoker = invoker->GetGUID(); GetScript()->SetScript9(e, entry); } void SmartAI::OnGameEvent(bool start, uint16 eventId) { GetScript()->ProcessEventsFor(start ? SMART_EVENT_GAME_EVENT_START : SMART_EVENT_GAME_EVENT_END, nullptr, eventId); } void SmartAI::OnSpellClick(Unit* clicker, bool& result) { if (!result) return; GetScript()->ProcessEventsFor(SMART_EVENT_ON_SPELLCLICK, clicker); } void SmartAI::CheckConditions(uint32 diff) { if (!mHasConditions) return; if (mConditionsTimer <= diff) { if (Vehicle* vehicleKit = me->GetVehicleKit()) { for (SeatMap::iterator itr = vehicleKit->Seats.begin(); itr != vehicleKit->Seats.end(); ++itr) if (Unit* passenger = ObjectAccessor::GetUnit(*me, itr->second.Passenger.Guid)) { if (Player* player = passenger->ToPlayer()) { if (!sConditionMgr->IsObjectMeetingNotGroupedConditions(CONDITION_SOURCE_TYPE_CREATURE_TEMPLATE_VEHICLE, me->GetEntry(), player, me)) { player->ExitVehicle(); return; // check other pessanger in next tick } } } } mConditionsTimer = 1000; } else mConditionsTimer -= diff; } void SmartGameObjectAI::UpdateAI(uint32 diff) { GetScript()->OnUpdate(diff); } void SmartGameObjectAI::InitializeAI() { GetScript()->OnInitialize(me); // do not call respawn event if go is not spawned if (me->isSpawned()) GetScript()->ProcessEventsFor(SMART_EVENT_RESPAWN); //Reset(); } void SmartGameObjectAI::Reset() { // call respawn event on reset GetScript()->ProcessEventsFor(SMART_EVENT_RESPAWN); GetScript()->OnReset(); } // Called when a player opens a gossip dialog with the gameobject. bool SmartGameObjectAI::GossipHello(Player* player, bool reportUse) { _gossipReturn = false; GetScript()->ProcessEventsFor(SMART_EVENT_GOSSIP_HELLO, player, uint32(reportUse), 0, false, nullptr, me); return _gossipReturn; } // Called when a player selects a gossip item in the gameobject's gossip menu. bool SmartGameObjectAI::GossipSelect(Player* player, uint32 sender, uint32 action) { _gossipReturn = false; GetScript()->ProcessEventsFor(SMART_EVENT_GOSSIP_SELECT, player, sender, action, false, nullptr, me); return _gossipReturn; } // Called when a player selects a gossip with a code in the gameobject's gossip menu. bool SmartGameObjectAI::GossipSelectCode(Player* /*player*/, uint32 /*menuId*/, uint32 /*gossipListId*/, const char* /*code*/) { return false; } // Called when a player accepts a quest from the gameobject. void SmartGameObjectAI::QuestAccept(Player* player, Quest const* quest) { GetScript()->ProcessEventsFor(SMART_EVENT_ACCEPTED_QUEST, player, quest->GetQuestId(), 0, false, nullptr, me); } // Called when a player selects a quest reward. void SmartGameObjectAI::QuestReward(Player* player, Quest const* quest, uint32 opt) { GetScript()->ProcessEventsFor(SMART_EVENT_REWARD_QUEST, player, quest->GetQuestId(), opt, false, nullptr, me); } // Called when the gameobject is destroyed (destructible buildings only). void SmartGameObjectAI::Destroyed(Player* player, uint32 eventId) { GetScript()->ProcessEventsFor(SMART_EVENT_DEATH, player, eventId, 0, false, nullptr, me); } void SmartGameObjectAI::SetData(uint32 id, uint32 value) { GetScript()->ProcessEventsFor(SMART_EVENT_DATA_SET, nullptr, id, value); } void SmartGameObjectAI::SetScript9(SmartScriptHolder& e, uint32 entry, Unit* invoker) { if (invoker) GetScript()->mLastInvoker = invoker->GetGUID(); GetScript()->SetScript9(e, entry); } void SmartGameObjectAI::OnGameEvent(bool start, uint16 eventId) { GetScript()->ProcessEventsFor(start ? SMART_EVENT_GAME_EVENT_START : SMART_EVENT_GAME_EVENT_END, nullptr, eventId); } void SmartGameObjectAI::OnLootStateChanged(uint32 state, Unit* unit) { GetScript()->ProcessEventsFor(SMART_EVENT_GO_LOOT_STATE_CHANGED, unit, state); } void SmartGameObjectAI::EventInform(uint32 eventId) { GetScript()->ProcessEventsFor(SMART_EVENT_GO_EVENT_INFORM, nullptr, eventId); } void SmartGameObjectAI::SpellHit(Unit* unit, const SpellInfo* spellInfo) { GetScript()->ProcessEventsFor(SMART_EVENT_SPELLHIT, unit, 0, 0, false, spellInfo); } class SmartTrigger : public AreaTriggerScript { public: SmartTrigger() : AreaTriggerScript("SmartTrigger") { } bool OnTrigger(Player* player, AreaTriggerEntry const* trigger) override { if (!player->IsAlive()) return false; TC_LOG_DEBUG("scripts.ai", "AreaTrigger %u is using SmartTrigger script", trigger->id); SmartScript script; script.OnInitialize(nullptr, trigger); script.ProcessEventsFor(SMART_EVENT_AREATRIGGER_ONTRIGGER, player, trigger->id); return true; } }; void AddSC_SmartScripts() { new SmartTrigger(); }