mirror of
https://github.com/araxiaonline/TrinityCore.git
synced 2026-06-13 19:53:02 -04:00
930 lines
26 KiB
C++
930 lines
26 KiB
C++
/*
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* Copyright (C) 2008-2015 TrinityCore <http://www.trinitycore.org/>
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "DatabaseEnv.h"
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#include "ObjectMgr.h"
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#include "ObjectDefines.h"
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#include "GridDefines.h"
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#include "GridNotifiers.h"
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#include "SpellMgr.h"
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#include "Cell.h"
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#include "Group.h"
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#include "SmartAI.h"
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#include "ScriptMgr.h"
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SmartAI::SmartAI(Creature* c) : CreatureAI(c)
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{
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// copy script to local (protection for table reload)
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mWayPoints = NULL;
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mEscortState = SMART_ESCORT_NONE;
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mCurrentWPID = 0;//first wp id is 1 !!
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mWPReached = false;
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mWPPauseTimer = 0;
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mLastWP = NULL;
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mCanRepeatPath = false;
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// spawn in run mode
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me->SetWalk(false);
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mRun = false;
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mLastOOCPos = me->GetPosition();
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mCanAutoAttack = true;
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mCanCombatMove = true;
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mForcedPaused = false;
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mLastWPIDReached = 0;
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mEscortQuestID = 0;
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mDespawnTime = 0;
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mDespawnState = 0;
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mEscortInvokerCheckTimer = 1000;
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mFollowGuid.Clear();
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mFollowDist = 0;
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mFollowAngle = 0;
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mFollowCredit = 0;
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mFollowArrivedEntry = 0;
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mFollowCreditType = 0;
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mFollowArrivedTimer = 0;
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mInvincibilityHpLevel = 0;
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mJustReset = false;
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}
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void SmartAI::UpdateDespawn(const uint32 diff)
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{
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if (mDespawnState <= 1 || mDespawnState > 3)
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return;
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if (mDespawnTime < diff)
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{
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if (mDespawnState == 2)
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{
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me->SetVisible(false);
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mDespawnTime = 5000;
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mDespawnState++;
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}
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else
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me->DespawnOrUnsummon();
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} else mDespawnTime -= diff;
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}
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WayPoint* SmartAI::GetNextWayPoint()
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{
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if (!mWayPoints || mWayPoints->empty())
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return NULL;
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mCurrentWPID++;
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WPPath::const_iterator itr = mWayPoints->find(mCurrentWPID);
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if (itr != mWayPoints->end())
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{
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mLastWP = (*itr).second;
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if (mLastWP->id != mCurrentWPID)
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{
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TC_LOG_ERROR("misc", "SmartAI::GetNextWayPoint: Got not expected waypoint id %u, expected %u", mLastWP->id, mCurrentWPID);
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}
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return (*itr).second;
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}
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return NULL;
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}
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void SmartAI::StartPath(bool run, uint32 path, bool repeat, Unit* /*invoker*/)
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{
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if (me->IsInCombat())// no wp movement in combat
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{
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TC_LOG_ERROR("misc", "SmartAI::StartPath: Creature entry %u wanted to start waypoint movement while in combat, ignoring.", me->GetEntry());
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return;
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}
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if (HasEscortState(SMART_ESCORT_ESCORTING))
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StopPath();
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if (path)
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if (!LoadPath(path))
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return;
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if (!mWayPoints || mWayPoints->empty())
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return;
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AddEscortState(SMART_ESCORT_ESCORTING);
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mCanRepeatPath = repeat;
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SetRun(run);
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if (WayPoint* wp = GetNextWayPoint())
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{
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mLastOOCPos = me->GetPosition();
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me->GetMotionMaster()->MovePoint(wp->id, wp->x, wp->y, wp->z);
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GetScript()->ProcessEventsFor(SMART_EVENT_WAYPOINT_START, NULL, wp->id, GetScript()->GetPathId());
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}
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}
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bool SmartAI::LoadPath(uint32 entry)
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{
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if (HasEscortState(SMART_ESCORT_ESCORTING))
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return false;
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mWayPoints = sSmartWaypointMgr->GetPath(entry);
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if (!mWayPoints)
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{
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GetScript()->SetPathId(0);
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return false;
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}
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GetScript()->SetPathId(entry);
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return true;
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}
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void SmartAI::PausePath(uint32 delay, bool forced)
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{
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if (!HasEscortState(SMART_ESCORT_ESCORTING))
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return;
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if (HasEscortState(SMART_ESCORT_PAUSED))
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{
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TC_LOG_ERROR("misc", "SmartAI::StartPath: Creature entry %u wanted to pause waypoint movement while already paused, ignoring.", me->GetEntry());
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return;
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}
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mForcedPaused = forced;
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mLastOOCPos = me->GetPosition();
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AddEscortState(SMART_ESCORT_PAUSED);
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mWPPauseTimer = delay;
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if (forced)
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{
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SetRun(mRun);
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me->StopMoving();//force stop
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me->GetMotionMaster()->MoveIdle();//force stop
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}
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GetScript()->ProcessEventsFor(SMART_EVENT_WAYPOINT_PAUSED, NULL, mLastWP->id, GetScript()->GetPathId());
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}
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void SmartAI::StopPath(uint32 DespawnTime, uint32 quest, bool fail)
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{
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if (!HasEscortState(SMART_ESCORT_ESCORTING))
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return;
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if (quest)
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mEscortQuestID = quest;
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SetDespawnTime(DespawnTime);
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//mDespawnTime = DespawnTime;
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mLastOOCPos = me->GetPosition();
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me->StopMoving();//force stop
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me->GetMotionMaster()->MoveIdle();
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GetScript()->ProcessEventsFor(SMART_EVENT_WAYPOINT_STOPPED, NULL, mLastWP->id, GetScript()->GetPathId());
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EndPath(fail);
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}
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void SmartAI::EndPath(bool fail)
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{
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GetScript()->ProcessEventsFor(SMART_EVENT_WAYPOINT_ENDED, NULL, mLastWP->id, GetScript()->GetPathId());
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RemoveEscortState(SMART_ESCORT_ESCORTING | SMART_ESCORT_PAUSED | SMART_ESCORT_RETURNING);
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mWayPoints = NULL;
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mCurrentWPID = 0;
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mWPPauseTimer = 0;
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mLastWP = NULL;
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if (mCanRepeatPath)
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StartPath(mRun, GetScript()->GetPathId(), true);
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else
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GetScript()->SetPathId(0);
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ObjectList* targets = GetScript()->GetTargetList(SMART_ESCORT_TARGETS);
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if (targets && mEscortQuestID)
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{
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if (targets->size() == 1 && GetScript()->IsPlayer((*targets->begin())))
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{
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Player* player = (*targets->begin())->ToPlayer();
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if (!fail && player->IsAtGroupRewardDistance(me) && !player->HasCorpse())
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player->GroupEventHappens(mEscortQuestID, me);
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if (fail && player->GetQuestStatus(mEscortQuestID) == QUEST_STATUS_INCOMPLETE)
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player->FailQuest(mEscortQuestID);
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if (Group* group = player->GetGroup())
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{
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for (GroupReference* groupRef = group->GetFirstMember(); groupRef != NULL; groupRef = groupRef->next())
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{
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Player* groupGuy = groupRef->GetSource();
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if (!fail && groupGuy->IsAtGroupRewardDistance(me) && !groupGuy->HasCorpse())
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groupGuy->AreaExploredOrEventHappens(mEscortQuestID);
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if (fail && groupGuy->GetQuestStatus(mEscortQuestID) == QUEST_STATUS_INCOMPLETE)
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groupGuy->FailQuest(mEscortQuestID);
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}
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}
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}else
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{
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for (ObjectList::iterator iter = targets->begin(); iter != targets->end(); ++iter)
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{
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if (GetScript()->IsPlayer((*iter)))
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{
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Player* player = (*iter)->ToPlayer();
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if (!fail && player->IsAtGroupRewardDistance(me) && !player->HasCorpse())
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player->AreaExploredOrEventHappens(mEscortQuestID);
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if (fail && player->GetQuestStatus(mEscortQuestID) == QUEST_STATUS_INCOMPLETE)
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player->FailQuest(mEscortQuestID);
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}
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}
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}
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}
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if (mDespawnState == 1)
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StartDespawn();
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}
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void SmartAI::ResumePath()
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{
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//mWPReached = false;
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SetRun(mRun);
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if (mLastWP)
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me->GetMotionMaster()->MovePoint(mLastWP->id, mLastWP->x, mLastWP->y, mLastWP->z);
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}
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void SmartAI::ReturnToLastOOCPos()
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{
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SetRun(mRun);
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me->GetMotionMaster()->MovePoint(SMART_ESCORT_LAST_OOC_POINT, mLastOOCPos);
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}
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void SmartAI::UpdatePath(const uint32 diff)
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{
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if (!HasEscortState(SMART_ESCORT_ESCORTING))
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return;
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if (mEscortInvokerCheckTimer < diff)
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{
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if (!IsEscortInvokerInRange())
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{
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StopPath(mDespawnTime, mEscortQuestID, true);
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}
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mEscortInvokerCheckTimer = 1000;
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} else mEscortInvokerCheckTimer -= diff;
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// handle pause
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if (HasEscortState(SMART_ESCORT_PAUSED))
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{
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if (mWPPauseTimer < diff)
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{
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if (!me->IsInCombat() && !HasEscortState(SMART_ESCORT_RETURNING) && (mWPReached || mLastWPIDReached == SMART_ESCORT_LAST_OOC_POINT || mForcedPaused))
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{
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GetScript()->ProcessEventsFor(SMART_EVENT_WAYPOINT_RESUMED, NULL, mLastWP->id, GetScript()->GetPathId());
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RemoveEscortState(SMART_ESCORT_PAUSED);
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if (mForcedPaused)// if paused between 2 wps resend movement
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{
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ResumePath();
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mWPReached = false;
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mForcedPaused = false;
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}
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if (mLastWPIDReached == SMART_ESCORT_LAST_OOC_POINT)
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mWPReached = true;
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}
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mWPPauseTimer = 0;
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} else {
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mWPPauseTimer -= diff;
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}
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}
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if (HasEscortState(SMART_ESCORT_RETURNING))
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{
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if (mWPReached)//reached OOC WP
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{
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RemoveEscortState(SMART_ESCORT_RETURNING);
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if (!HasEscortState(SMART_ESCORT_PAUSED))
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ResumePath();
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mWPReached = false;
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}
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}
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if ((!me->HasReactState(REACT_PASSIVE) && me->IsInCombat()) || HasEscortState(SMART_ESCORT_PAUSED | SMART_ESCORT_RETURNING))
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return;
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// handle next wp
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if (mWPReached)//reached WP
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{
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mWPReached = false;
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if (mCurrentWPID == GetWPCount())
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{
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EndPath();
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}
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else if (WayPoint* wp = GetNextWayPoint())
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{
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SetRun(mRun);
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me->GetMotionMaster()->MovePoint(wp->id, wp->x, wp->y, wp->z);
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}
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}
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}
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void SmartAI::UpdateAI(uint32 diff)
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{
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GetScript()->OnUpdate(diff);
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UpdatePath(diff);
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UpdateDespawn(diff);
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/// @todo move to void
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if (mFollowGuid)
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{
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if (mFollowArrivedTimer < diff)
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{
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if (me->FindNearestCreature(mFollowArrivedEntry, INTERACTION_DISTANCE, true))
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{
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StopFollow();
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return;
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}
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mFollowArrivedTimer = 1000;
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}
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else
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mFollowArrivedTimer -= diff;
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}
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if (!UpdateVictim())
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return;
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if (mCanAutoAttack)
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DoMeleeAttackIfReady();
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}
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bool SmartAI::IsEscortInvokerInRange()
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{
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ObjectList* targets = GetScript()->GetTargetList(SMART_ESCORT_TARGETS);
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if (targets)
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{
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if (targets->size() == 1 && GetScript()->IsPlayer((*targets->begin())))
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{
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Player* player = (*targets->begin())->ToPlayer();
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if (me->GetDistance(player) <= SMART_ESCORT_MAX_PLAYER_DIST)
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return true;
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if (Group* group = player->GetGroup())
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{
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for (GroupReference* groupRef = group->GetFirstMember(); groupRef != NULL; groupRef = groupRef->next())
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{
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Player* groupGuy = groupRef->GetSource();
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if (me->GetDistance(groupGuy) <= SMART_ESCORT_MAX_PLAYER_DIST)
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return true;
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}
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}
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}else
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{
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for (ObjectList::iterator iter = targets->begin(); iter != targets->end(); ++iter)
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{
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if (GetScript()->IsPlayer((*iter)))
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{
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if (me->GetDistance((*iter)->ToPlayer()) <= SMART_ESCORT_MAX_PLAYER_DIST)
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return true;
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}
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}
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}
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}
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return true;//escort targets were not set, ignore range check
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}
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void SmartAI::MovepointReached(uint32 id)
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{
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if (id != SMART_ESCORT_LAST_OOC_POINT && mLastWPIDReached != id)
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GetScript()->ProcessEventsFor(SMART_EVENT_WAYPOINT_REACHED, NULL, id);
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mLastWPIDReached = id;
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mWPReached = true;
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}
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void SmartAI::MovementInform(uint32 MovementType, uint32 Data)
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{
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if ((MovementType == POINT_MOTION_TYPE && Data == SMART_ESCORT_LAST_OOC_POINT) || MovementType == FOLLOW_MOTION_TYPE)
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me->ClearUnitState(UNIT_STATE_EVADE);
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GetScript()->ProcessEventsFor(SMART_EVENT_MOVEMENTINFORM, NULL, MovementType, Data);
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if (MovementType != POINT_MOTION_TYPE || !HasEscortState(SMART_ESCORT_ESCORTING))
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return;
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MovepointReached(Data);
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}
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void SmartAI::EnterEvadeMode()
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{
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if (!me->IsAlive() || me->IsInEvadeMode())
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return;
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me->RemoveAllAurasExceptType(SPELL_AURA_CONTROL_VEHICLE, SPELL_AURA_CLONE_CASTER);
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me->AddUnitState(UNIT_STATE_EVADE);
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me->DeleteThreatList();
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me->CombatStop(true);
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me->LoadCreaturesAddon();
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me->SetLootRecipient(NULL);
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me->ResetPlayerDamageReq();
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me->SetLastDamagedTime(0);
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GetScript()->ProcessEventsFor(SMART_EVENT_EVADE);//must be after aura clear so we can cast spells from db
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SetRun(mRun);
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if (HasEscortState(SMART_ESCORT_ESCORTING))
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{
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AddEscortState(SMART_ESCORT_RETURNING);
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ReturnToLastOOCPos();
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}
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else if (mFollowGuid)
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{
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if (Unit* target = ObjectAccessor::GetUnit(*me, mFollowGuid))
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me->GetMotionMaster()->MoveFollow(target, mFollowDist, mFollowAngle);
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// evade is not cleared in MoveFollow, so we can't keep it
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me->ClearUnitState(UNIT_STATE_EVADE);
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}
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else
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me->GetMotionMaster()->MoveTargetedHome();
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if (!HasEscortState(SMART_ESCORT_ESCORTING))//dont mess up escort movement after combat
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SetRun(mRun);
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}
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void SmartAI::MoveInLineOfSight(Unit* who)
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{
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if (!who)
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return;
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GetScript()->OnMoveInLineOfSight(who);
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if (AssistPlayerInCombat(who))
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return;
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CreatureAI::MoveInLineOfSight(who);
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}
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bool SmartAI::CanAIAttack(const Unit* /*who*/) const
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{
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return !(me->HasReactState(REACT_PASSIVE));
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}
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bool SmartAI::AssistPlayerInCombat(Unit* who)
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{
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if (!who || !who->GetVictim())
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return false;
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//experimental (unknown) flag not present
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if (!(me->GetCreatureTemplate()->type_flags & CREATURE_TYPEFLAGS_AID_PLAYERS))
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return false;
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//not a player
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if (!who->EnsureVictim()->GetCharmerOrOwnerPlayerOrPlayerItself())
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return false;
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//never attack friendly
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if (me->IsFriendlyTo(who))
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return false;
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//too far away and no free sight?
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if (me->IsWithinDistInMap(who, SMART_MAX_AID_DIST) && me->IsWithinLOSInMap(who))
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{
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//already fighting someone?
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if (!me->GetVictim())
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{
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AttackStart(who);
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return true;
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}
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else
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{
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who->SetInCombatWith(me);
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me->AddThreat(who, 0.0f);
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return true;
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}
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}
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return false;
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}
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void SmartAI::JustRespawned()
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{
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mDespawnTime = 0;
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mDespawnState = 0;
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mEscortState = SMART_ESCORT_NONE;
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me->SetVisible(true);
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if (me->getFaction() != me->GetCreatureTemplate()->faction)
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me->RestoreFaction();
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mJustReset = true;
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JustReachedHome();
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GetScript()->ProcessEventsFor(SMART_EVENT_RESPAWN);
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mFollowGuid.Clear();//do not reset follower on Reset(), we need it after combat evade
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mFollowDist = 0;
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mFollowAngle = 0;
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mFollowCredit = 0;
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mFollowArrivedTimer = 1000;
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mFollowArrivedEntry = 0;
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mFollowCreditType = 0;
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}
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|
|
int SmartAI::Permissible(const Creature* creature)
|
|
{
|
|
if (creature->GetAIName() == "SmartAI")
|
|
return PERMIT_BASE_SPECIAL;
|
|
return PERMIT_BASE_NO;
|
|
}
|
|
|
|
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)
|
|
{
|
|
me->InterruptNonMeleeSpells(false); // must be before ProcessEvents
|
|
GetScript()->ProcessEventsFor(SMART_EVENT_AGGRO, enemy);
|
|
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)
|
|
{
|
|
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 (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::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(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)
|
|
{
|
|
GetScript()->ProcessEventsFor(SMART_EVENT_CHARMED, NULL, 0, 0, apply);
|
|
|
|
if (!apply && !me->IsInEvadeMode() && me->GetCharmerGUID())
|
|
if (Unit* charmer = ObjectAccessor::GetUnit(*me, me->GetCharmerGUID()))
|
|
AttackStart(charmer);
|
|
}
|
|
|
|
void SmartAI::DoAction(int32 param)
|
|
{
|
|
GetScript()->ProcessEventsFor(SMART_EVENT_ACTION_DONE, NULL, param);
|
|
}
|
|
|
|
uint32 SmartAI::GetData(uint32 /*id*/) const
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
void SmartAI::SetData(uint32 id, uint32 value)
|
|
{
|
|
GetScript()->ProcessEventsFor(SMART_EVENT_DATA_SET, NULL, 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::SetFly(bool fly)
|
|
{
|
|
me->SetDisableGravity(fly);
|
|
}
|
|
|
|
void SmartAI::SetSwim(bool swim)
|
|
{
|
|
me->SetSwim(swim);
|
|
}
|
|
|
|
void SmartAI::sGossipHello(Player* player)
|
|
{
|
|
GetScript()->ProcessEventsFor(SMART_EVENT_GOSSIP_HELLO, player);
|
|
}
|
|
|
|
void SmartAI::sGossipSelect(Player* player, uint32 menuId, uint32 gossipListId)
|
|
{
|
|
GetScript()->ProcessEventsFor(SMART_EVENT_GOSSIP_SELECT, player, menuId, gossipListId);
|
|
}
|
|
|
|
void SmartAI::sGossipSelectCode(Player* /*player*/, uint32 /*menuId*/, uint32 /*gossipListId*/, 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
|
|
{
|
|
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();
|
|
return;
|
|
}
|
|
|
|
SetRun(mRun);
|
|
mFollowGuid = target->GetGUID();
|
|
mFollowDist = dist >= 0.0f ? dist : PET_FOLLOW_DIST;
|
|
mFollowAngle = angle >= 0.0f ? angle : me->GetFollowAngle();
|
|
mFollowArrivedTimer = 1000;
|
|
mFollowCredit = credit;
|
|
mFollowArrivedEntry = end;
|
|
me->GetMotionMaster()->MoveFollow(target, mFollowDist, mFollowAngle);
|
|
mFollowCreditType = creditType;
|
|
}
|
|
|
|
void SmartAI::StopFollow()
|
|
{
|
|
if (Player* player = ObjectAccessor::GetPlayer(*me, mFollowGuid))
|
|
{
|
|
if (!mFollowCreditType)
|
|
player->RewardPlayerAndGroupAtEvent(mFollowCredit, me);
|
|
else
|
|
player->GroupEventHappens(mFollowCredit, me);
|
|
}
|
|
|
|
mFollowGuid.Clear();
|
|
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);
|
|
}
|
|
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);
|
|
}
|
|
|
|
void SmartAI::OnSpellClick(Unit* clicker, bool& result)
|
|
{
|
|
if (!result)
|
|
return;
|
|
|
|
GetScript()->ProcessEventsFor(SMART_EVENT_ON_SPELLCLICK, clicker);
|
|
}
|
|
|
|
int SmartGameObjectAI::Permissible(const GameObject* g)
|
|
{
|
|
if (g->GetAIName() == "SmartGameObjectAI")
|
|
return PERMIT_BASE_SPECIAL;
|
|
return PERMIT_BASE_NO;
|
|
}
|
|
|
|
void SmartGameObjectAI::UpdateAI(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)
|
|
{
|
|
TC_LOG_DEBUG("scripts.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 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);
|
|
}
|
|
|
|
void SmartGameObjectAI::EventInform(uint32 eventId)
|
|
{
|
|
GetScript()->ProcessEventsFor(SMART_EVENT_GO_EVENT_INFORM, NULL, eventId);
|
|
}
|
|
|
|
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(NULL, trigger);
|
|
script.ProcessEventsFor(SMART_EVENT_AREATRIGGER_ONTRIGGER, player, trigger->id);
|
|
return true;
|
|
}
|
|
};
|
|
|
|
void AddSC_SmartScripts()
|
|
{
|
|
new SmartTrigger();
|
|
}
|