/* * Copyright (C) 2008-2012 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 "GridNotifiersImpl.h" #include "Cell.h" #include "CellImpl.h" #include "InstanceScript.h" #include "ScriptedCreature.h" #include "Group.h" #include "SmartAI.h" #include "ScriptPCH.h" SmartAI::SmartAI(Creature* c) : CreatureAI(c) { // copy script to local (protection for table reload) mWayPoints = NULL; mEscortState = SMART_ESCORT_NONE; mCurrentWPID = 0;//first wp id is 1 !! mWPReached = false; mWPPauseTimer = 0; mLastWP = NULL; mCanRepeatPath = false; // spawn in run mode me->RemoveUnitMovementFlag(MOVEMENTFLAG_WALKING); mRun = false; me->GetPosition(&mLastOOCPos); mCanAutoAttack = true; mCanCombatMove = true; mForcedPaused = false; mLastWPIDReached = 0; mEscortQuestID = 0; mDespawnTime = 0; mDespawnState = 0; mEscortInvokerCheckTimer = 1000; mFollowGuid = 0; mFollowDist = 0; mFollowAngle = 0; mFollowCredit = 0; mFollowArrivedEntry = 0; mFollowCreditType = 0; } void SmartAI::UpdateDespawn(const 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; } void SmartAI::Reset() { if (!HasEscortState(SMART_ESCORT_ESCORTING))//dont mess up escort movement after combat SetRun(mRun); GetScript()->OnReset(); } WayPoint* SmartAI::GetNextWayPoint() { if (!mWayPoints || mWayPoints->empty()) return NULL; mCurrentWPID++; WPPath::const_iterator itr = mWayPoints->find(mCurrentWPID); if (itr != mWayPoints->end()) { mLastWP = (*itr).second; if (mLastWP->id != mCurrentWPID) { sLog->outError("SmartAI::GetNextWayPoint: Got not expected waypoint id %u, expected %u", mLastWP->id, mCurrentWPID); } return (*itr).second; } return NULL; } void SmartAI::StartPath(bool run, uint32 path, bool repeat, Unit* /*invoker*/) { if (me->isInCombat())// no wp movement in combat { sLog->outError("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; AddEscortState(SMART_ESCORT_ESCORTING); mCanRepeatPath = repeat; SetRun(run); WayPoint* wp = GetNextWayPoint(); if (wp) { me->GetPosition(&mLastOOCPos); me->GetMotionMaster()->MovePoint(wp->id, wp->x, wp->y, wp->z); GetScript()->ProcessEventsFor(SMART_EVENT_WAYPOINT_START, NULL, 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)) { sLog->outError("SmartAI::StartPath: Creature entry %u wanted to pause waypoint movement while already paused, ignoring.", me->GetEntry()); return; } mForcedPaused = forced; me->GetPosition(&mLastOOCPos); 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, NULL, 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; me->GetPosition(&mLastOOCPos); me->StopMoving();//force stop me->GetMotionMaster()->MoveIdle(); GetScript()->ProcessEventsFor(SMART_EVENT_WAYPOINT_STOPPED, NULL, mLastWP->id, GetScript()->GetPathId()); EndPath(fail); } void SmartAI::EndPath(bool fail) { GetScript()->ProcessEventsFor(SMART_EVENT_WAYPOINT_ENDED, NULL, mLastWP->id, GetScript()->GetPathId()); RemoveEscortState(SMART_ESCORT_ESCORTING | SMART_ESCORT_PAUSED | SMART_ESCORT_RETURNING); mWayPoints = NULL; mCurrentWPID = 0; mWPPauseTimer = 0; mLastWP = NULL; if (mCanRepeatPath) StartPath(mRun, GetScript()->GetPathId(), mCanRepeatPath); else GetScript()->SetPathId(0); ObjectList* targets = GetScript()->GetTargetList(SMART_ESCORT_TARGETS); if (targets && mEscortQuestID) { if (targets->size() == 1 && GetScript()->IsPlayer((*targets->begin()))) { Player* player = (*targets->begin())->ToPlayer(); if (!fail && player->IsAtGroupRewardDistance(me) && !player->GetCorpse()) player->GroupEventHappens(mEscortQuestID, me); if (fail && player->GetQuestStatus(mEscortQuestID) == QUEST_STATUS_INCOMPLETE) player->FailQuest(mEscortQuestID); if (Group* group = player->GetGroup()) { for (GroupReference* groupRef = group->GetFirstMember(); groupRef != NULL; groupRef = groupRef->next()) { Player* groupGuy = groupRef->getSource(); if (!fail && groupGuy->IsAtGroupRewardDistance(me) && !groupGuy->GetCorpse()) groupGuy->AreaExploredOrEventHappens(mEscortQuestID); if (fail && groupGuy->GetQuestStatus(mEscortQuestID) == QUEST_STATUS_INCOMPLETE) groupGuy->FailQuest(mEscortQuestID); } } }else { for (ObjectList::iterator iter = targets->begin(); iter != targets->end(); ++iter) { if (GetScript()->IsPlayer((*iter))) { Player* player = (*iter)->ToPlayer(); if (!fail && player->IsAtGroupRewardDistance(me) && !player->GetCorpse()) player->AreaExploredOrEventHappens(mEscortQuestID); if (fail && player->GetQuestStatus(mEscortQuestID) == QUEST_STATUS_INCOMPLETE) player->FailQuest(mEscortQuestID); } } } } if (mDespawnState == 1) StartDespawn(); } void SmartAI::ResumePath() { //mWPReached = false; SetRun(mRun); if (mLastWP) me->GetMotionMaster()->MovePoint(mLastWP->id, mLastWP->x, mLastWP->y, mLastWP->z); } void SmartAI::ReturnToLastOOCPos() { 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) { if (!IsEscortInvokerInRange()) { StopPath(mDespawnTime, mEscortQuestID, true); } 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, NULL, 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->isInCombat() || HasEscortState(SMART_ESCORT_PAUSED | SMART_ESCORT_RETURNING)) return; // handle next wp if (mWPReached)//reached WP { mWPReached = false; if (mCurrentWPID == GetWPCount()) { EndPath(); } else { WayPoint* wp = GetNextWayPoint(); if (wp) { SetRun(mRun); me->GetMotionMaster()->MovePoint(wp->id, wp->x, wp->y, wp->z); } } } } void SmartAI::UpdateAI(const uint32 diff) { GetScript()->OnUpdate(diff); UpdatePath(diff); UpdateDespawn(diff); //TODO move to void if (mFollowGuid) { if (mFollowArrivedTimer < diff) { if (me->FindNearestCreature(mFollowArrivedEntry, INTERACTION_DISTANCE, true)) { if (Player* player = me->GetPlayer(*me, mFollowGuid)) { if (!mFollowCreditType) player->RewardPlayerAndGroupAtEvent(mFollowCredit, me); else player->GroupEventHappens(mFollowCredit, me); } mFollowGuid = 0; mFollowDist = 0; mFollowAngle = 0; mFollowCredit = 0; mFollowArrivedTimer = 1000; mFollowArrivedEntry = 0; mFollowCreditType = 0; SetDespawnTime(5000); me->StopMoving(); me->GetMotionMaster()->MoveIdle(); StartDespawn(); GetScript()->ProcessEventsFor(SMART_EVENT_FOLLOW_COMPLETED); return; } mFollowArrivedTimer = 1000; } else mFollowArrivedTimer -= diff; } if (!UpdateVictim()) return; if (mCanAutoAttack) DoMeleeAttackIfReady(); } bool SmartAI::IsEscortInvokerInRange() { ObjectList* targets = GetScript()->GetTargetList(SMART_ESCORT_TARGETS); if (targets) { if (targets->size() == 1 && GetScript()->IsPlayer((*targets->begin()))) { Player* player = (*targets->begin())->ToPlayer(); if (me->GetDistance(player) <= SMART_ESCORT_MAX_PLAYER_DIST) return true; if (Group* group = player->GetGroup()) { for (GroupReference* groupRef = group->GetFirstMember(); groupRef != NULL; groupRef = groupRef->next()) { Player* groupGuy = groupRef->getSource(); if (me->GetDistance(groupGuy) <= SMART_ESCORT_MAX_PLAYER_DIST) return true; } } }else { for (ObjectList::iterator iter = targets->begin(); iter != targets->end(); ++iter) { if (GetScript()->IsPlayer((*iter))) { if (me->GetDistance((*iter)->ToPlayer()) <= SMART_ESCORT_MAX_PLAYER_DIST) return true; } } } } return true;//escort targets were not set, ignore range check } void SmartAI::MovepointReached(uint32 id) { if (id != SMART_ESCORT_LAST_OOC_POINT && mLastWPIDReached != id) GetScript()->ProcessEventsFor(SMART_EVENT_WAYPOINT_REACHED, NULL, id); mLastWPIDReached = id; mWPReached = true; } void SmartAI::MovementInform(uint32 MovementType, uint32 Data) { GetScript()->ProcessEventsFor(SMART_EVENT_MOVEMENTINFORM, NULL, MovementType, Data); if (MovementType != POINT_MOTION_TYPE || !HasEscortState(SMART_ESCORT_ESCORTING)) return; MovepointReached(Data); } void SmartAI::RemoveAuras() { // Only loop throught the applied auras, because here is where all auras on the current unit are stored Unit::AuraApplicationMap appliedAuras = me->GetAppliedAuras(); for (Unit::AuraApplicationMap::iterator iter = appliedAuras.begin(); iter != appliedAuras.end(); ++iter) { Aura const* aura = iter->second->GetBase(); if (!aura->GetSpellInfo()->IsPassive() && !aura->GetSpellInfo()->HasAura(SPELL_AURA_CONTROL_VEHICLE) && aura->GetCaster() != me) me->RemoveAurasDueToSpell(aura->GetId()); } } void SmartAI::EnterEvadeMode() { if (!me->isAlive()) return; RemoveAuras(); me->DeleteThreatList(); me->CombatStop(true); me->LoadCreaturesAddon(); me->SetLootRecipient(NULL); me->ResetPlayerDamageReq(); 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 (mFollowGuid) { if (Unit* target = me->GetUnit(*me, mFollowGuid)) me->GetMotionMaster()->MoveFollow(target, mFollowDist, mFollowAngle); } else me->GetMotionMaster()->MoveTargetedHome(); Reset(); } void SmartAI::MoveInLineOfSight(Unit* who) { if (!who) return; GetScript()->OnMoveInLineOfSight(who); if (me->HasReactState(REACT_PASSIVE) || AssistPlayerInCombat(who)) return; if (!CanAIAttack(who)) return; if (!me->canStartAttack(who, false)) return; if (me->IsHostileTo(who)) { float fAttackRadius = me->GetAttackDistance(who); if (me->IsWithinDistInMap(who, fAttackRadius) && me->IsWithinLOSInMap(who)) { if (!me->getVictim()) { who->RemoveAurasByType(SPELL_AURA_MOD_STEALTH); AttackStart(who); } else/* if (me->GetMap()->IsDungeon())*/ { who->SetInCombatWith(me); me->AddThreat(who, 0.0f); } } } } bool SmartAI::CanAIAttack(const Unit* /*who*/) const { if (me->GetReactState() == REACT_PASSIVE) return false; return true; } bool SmartAI::AssistPlayerInCombat(Unit* who) { if (!who || !who->getVictim()) return false; //experimental (unknown) flag not present if (!(me->GetCreatureInfo()->type_flags & CREATURE_TYPEFLAGS_AID_PLAYERS)) return false; //not a player if (!who->getVictim()->GetCharmerOrOwnerPlayerOrPlayerItself()) return false; //never attack friendly if (me->IsFriendlyTo(who)) 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->GetCreatureInfo()->faction_A) me->RestoreFaction(); GetScript()->ProcessEventsFor(SMART_EVENT_RESPAWN); Reset(); mFollowGuid = 0;//do not reset follower on Reset(), we need it after combat evade mFollowDist = 0; mFollowAngle = 0; mFollowCredit = 0; mFollowArrivedTimer = 1000; mFollowArrivedEntry = 0; mFollowCreditType = 0; } int SmartAI::Permissible(const Creature* creature) { if (creature->GetAIName() == "SmartAI") return PERMIT_BASE_SPECIAL; return PERMIT_BASE_NO; } void SmartAI::JustReachedHome() { GetScript()->ProcessEventsFor(SMART_EVENT_REACHED_HOME); } void SmartAI::EnterCombat(Unit* enemy) { me->InterruptNonMeleeSpells(false); // must be before ProcessEvents GetScript()->ProcessEventsFor(SMART_EVENT_AGGRO, enemy); me->GetPosition(&mLastOOCPos); } void SmartAI::JustDied(Unit* killer) { GetScript()->ProcessEventsFor(SMART_EVENT_DEATH, killer); if (HasEscortState(SMART_ESCORT_ESCORTING)) EndPath(true); } 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) { if (who && me->Attack(who, true)) { SetRun(mRun); if (me->GetMotionMaster()->GetMotionSlotType(MOTION_SLOT_ACTIVE) == POINT_MOTION_TYPE) me->GetMotionMaster()->MovementExpired(); if (mCanCombatMove) me->GetMotionMaster()->MoveChase(who); me->GetPosition(&mLastOOCPos); } } 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); } 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::UpdateAIWhileCharmed(const uint32 /*diff*/) { } void SmartAI::CorpseRemoved(uint32& respawnDelay) { GetScript()->ProcessEventsFor(SMART_EVENT_CORPSE_REMOVED, NULL, respawnDelay); } void SmartAI::PassengerBoarded(Unit* who, int8 seatId, bool apply) { GetScript()->ProcessEventsFor(SMART_EVENT_PASSENGER_BOARDED, who, (uint32)seatId, 0, apply); } void SmartAI::InitializeAI() { GetScript()->OnInitialize(me); if (!me->isDead()) Reset(); GetScript()->ProcessEventsFor(SMART_EVENT_RESPAWN); } void SmartAI::OnCharmed(bool apply) { GetScript()->ProcessEventsFor(SMART_EVENT_CHARMED, NULL, 0, 0, apply); } void SmartAI::DoAction(const int32 /*param*/) { } uint32 SmartAI::GetData(uint32 /*id*/) { return 0; } void SmartAI::SetData(uint32 id, uint32 value) { GetScript()->ProcessEventsFor(SMART_EVENT_DATA_SET, NULL, id, value); } void SmartAI::SetGUID(uint64 /*guid*/, int32 /*id*/) { } uint64 SmartAI::GetGUID(int32 /*id*/) { return 0; } void SmartAI::SetRun(bool run) { if (run) me->RemoveUnitMovementFlag(MOVEMENTFLAG_WALKING); else me->AddUnitMovementFlag(MOVEMENTFLAG_WALKING); mRun = run; } void SmartAI::SetFly(bool fly) { if (fly) { me->AddUnitMovementFlag(MOVEMENTFLAG_LEVITATING); me->SetByteFlag(UNIT_FIELD_BYTES_1, 3, 0x01); } else { me->RemoveUnitMovementFlag(MOVEMENTFLAG_LEVITATING); me->RemoveByteFlag(UNIT_FIELD_BYTES_1, 3, 0x01); } me->SetFlying(fly); me->SendMovementFlagUpdate(); } void SmartAI::SetSwim(bool swim) { if (swim) me->AddUnitMovementFlag(MOVEMENTFLAG_SWIMMING); else me->RemoveUnitMovementFlag(MOVEMENTFLAG_SWIMMING); me->SendMovementFlagUpdate(); } void SmartAI::sGossipHello(Player* player) { GetScript()->ProcessEventsFor(SMART_EVENT_GOSSIP_HELLO, player); } void SmartAI::sGossipSelect(Player* player, uint32 sender, uint32 action) { GetScript()->ProcessEventsFor(SMART_EVENT_GOSSIP_SELECT, player, sender, action); } void SmartAI::sGossipSelectCode(Player* /*player*/, uint32 /*sender*/, uint32 /*action*/, const char* /*code*/) { } void SmartAI::sQuestAccept(Player* player, Quest const* quest) { GetScript()->ProcessEventsFor(SMART_EVENT_ACCEPTED_QUEST, player, quest->GetQuestId()); } void SmartAI::sQuestReward(Player* player, Quest const* quest, uint32 opt) { GetScript()->ProcessEventsFor(SMART_EVENT_REWARD_QUEST, player, quest->GetQuestId(), opt); } bool SmartAI::sOnDummyEffect(Unit* caster, uint32 spellId, SpellEffIndex effIndex) { GetScript()->ProcessEventsFor(SMART_EVENT_DUMMY_EFFECT, caster, spellId, (uint32)effIndex); return true; } void SmartAI::SetCombatMove(bool on) { if (mCanCombatMove == on) return; mCanCombatMove = on; 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 { me->StopMoving(); me->GetMotionMaster()->MoveIdle(); } } } void SmartAI::SetFollow(Unit* target, float dist, float angle, uint32 credit, uint32 end, uint32 creditType) { if (!target) return; SetRun(mRun); mFollowGuid = target->GetGUID(); mFollowDist = dist ? dist : PET_FOLLOW_DIST; mFollowAngle = angle ? angle : me->GetFollowAngle(); mFollowArrivedTimer = 1000; mFollowCredit = credit; mFollowArrivedEntry = end; me->GetMotionMaster()->MoveFollow(target, dist, angle); mFollowCreditType = creditType; } void SmartAI::SetScript9(SmartScriptHolder& e, uint32 entry, Unit* invoker) { if (invoker) GetScript()->mLastInvoker = invoker->GetGUID(); GetScript()->SetScript9(e, entry); } void SmartAI::sOnGameEvent(bool start, uint16 eventId) { GetScript()->ProcessEventsFor(start ? SMART_EVENT_GAME_EVENT_START : SMART_EVENT_GAME_EVENT_END, NULL, eventId); } /* SMART_EVENT_UPDATE_OOC SMART_EVENT_SPELLHIT SMART_EVENT_RANGE SMART_EVENT_RESPAWN SMART_EVENT_SUMMONED_UNIT SMART_EVENT_ACCEPTED_QUEST SMART_EVENT_REWARD_QUEST SMART_EVENT_TARGET_BUFFED SMART_EVENT_SUMMON_DESPAWNED SMART_EVENT_AI_INIT SMART_EVENT_DATA_SET SMART_EVENT_TEXT_OVER SMART_EVENT_TIMED_EVENT_TRIGGERED SMART_EVENT_UPDATE SMART_EVENT_LINK SMART_EVENT_GOSSIP_SELECT SMART_EVENT_JUST_CREATED SMART_EVENT_GOSSIP_HELLO SMART_EVENT_DEATH */ int SmartGameObjectAI::Permissible(const GameObject* g) { if (g->GetAIName() == "SmartGameObjectAI") return PERMIT_BASE_SPECIAL; return PERMIT_BASE_NO; } void SmartGameObjectAI::UpdateAI(const uint32 diff) { GetScript()->OnUpdate(diff); } void SmartGameObjectAI::InitializeAI() { GetScript()->OnInitialize(go); GetScript()->ProcessEventsFor(SMART_EVENT_RESPAWN); //Reset(); } void SmartGameObjectAI::Reset() { GetScript()->OnReset(); } // Called when a player opens a gossip dialog with the gameobject. bool SmartGameObjectAI::GossipHello(Player* player) { sLog->outDebug(LOG_FILTER_DATABASE_AI, "SmartGameObjectAI::GossipHello"); GetScript()->ProcessEventsFor(SMART_EVENT_GOSSIP_HELLO, player, 0, 0, false, NULL, go); return false; } // Called when a player selects a gossip item in the gameobject's gossip menu. bool SmartGameObjectAI::GossipSelect(Player* player, uint32 sender, uint32 action) { GetScript()->ProcessEventsFor(SMART_EVENT_GOSSIP_SELECT, player, sender, action, false, NULL, go); return false; } // Called when a player selects a gossip with a code in the gameobject's gossip menu. bool SmartGameObjectAI::GossipSelectCode(Player* /*player*/, uint32 /*sender*/, uint32 /*action*/, const char* /*code*/) { return false; } // Called when a player accepts a quest from the gameobject. bool SmartGameObjectAI::QuestAccept(Player* player, Quest const* quest) { GetScript()->ProcessEventsFor(SMART_EVENT_ACCEPTED_QUEST, player, quest->GetQuestId(), 0, false, NULL, go); return false; } // Called when a player selects a quest reward. bool SmartGameObjectAI::QuestReward(Player* player, Quest const* quest, uint32 opt) { GetScript()->ProcessEventsFor(SMART_EVENT_REWARD_QUEST, player, quest->GetQuestId(), opt, false, NULL, go); return false; } // Called when the dialog status between a player and the gameobject is requested. uint32 SmartGameObjectAI::GetDialogStatus(Player* /*player*/) { return 100; } // 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, NULL, go); } void SmartGameObjectAI::SetData(uint32 id, uint32 value) { GetScript()->ProcessEventsFor(SMART_EVENT_DATA_SET, NULL, 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, NULL, eventId); } void SmartGameObjectAI::OnStateChanged(uint32 state, Unit* unit) { GetScript()->ProcessEventsFor(SMART_EVENT_GO_STATE_CHANGED, unit, state); } class SmartTrigger : public AreaTriggerScript { public: SmartTrigger() : AreaTriggerScript("SmartTrigger") {} bool OnTrigger(Player* player, AreaTriggerEntry const* trigger) { if (!player->isAlive()) return false; sLog->outDebug(LOG_FILTER_DATABASE_AI, "AreaTrigger %u is using SmartTrigger script", trigger->id); SmartScript script; script.OnInitialize(NULL, trigger); script.ProcessEventsFor(SMART_EVENT_AREATRIGGER_ONTRIGGER, player, trigger->id); return true; } }; void AddSC_SmartSCripts() { new SmartTrigger(); }