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TrinityCore/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp

645 lines
19 KiB
C++

/* Copyright (C) 2008-2010 Trinity <http://www.trinitycore.org/>
*
* Thanks to the original authors: ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
*
* This program is free software licensed under GPL version 2
* Please see the included DOCS/LICENSE.TXT for more information */
#include "ScriptPCH.h"
#include "Item.h"
#include "Spell.h"
#include "ObjectMgr.h"
#include "TemporarySummon.h"
// Spell summary for ScriptedAI::SelectSpell
struct TSpellSummary
{
uint8 Targets; // set of enum SelectTarget
uint8 Effects; // set of enum SelectEffect
} extern *SpellSummary;
void SummonList::DoZoneInCombat(uint32 entry)
{
for (iterator i = begin(); i != end();)
{
Creature *summon = Unit::GetCreature(*me, *i);
++i;
if (summon && summon->IsAIEnabled
&& (!entry || summon->GetEntry() == entry))
summon->AI()->DoZoneInCombat();
}
}
void SummonList::DoAction(uint32 entry, int32 info)
{
for (iterator i = begin(); i != end();)
{
Creature *summon = Unit::GetCreature(*me, *i);
++i;
if (summon && summon->IsAIEnabled
&& (!entry || summon->GetEntry() == entry))
summon->AI()->DoAction(info);
}
}
void SummonList::DespawnEntry(uint32 entry)
{
for (iterator i = begin(); i != end();)
{
Creature *summon = Unit::GetCreature(*me, *i);
if (!summon)
erase(i++);
else if (summon->GetEntry() == entry)
{
erase(i++);
summon->setDeathState(JUST_DIED);
summon->RemoveCorpse();
}
else
++i;
}
}
void SummonList::DespawnAll()
{
while (!empty())
{
Creature *summon = Unit::GetCreature(*me, *begin());
if (!summon)
erase(begin());
else
{
erase(begin());
if (summon->isSummon())
{
summon->DestroyForNearbyPlayers();
CAST_SUM(summon)->UnSummon();
}
else
summon->DisappearAndDie();
}
}
}
void SummonList::RemoveNotExisting()
{
for (iterator i = begin(); i != end();)
{
if (Unit::GetCreature(*me, *i))
++i;
else
erase(i++);
}
}
bool SummonList::HasEntry(uint32 entry)
{
for (iterator i = begin(); i != end();)
{
Creature* summon = Unit::GetCreature(*me, *i);
if (!summon)
erase(i++);
else if (summon->GetEntry() == entry)
return true;
else
++i;
}
return false;
}
ScriptedAI::ScriptedAI(Creature* pCreature) : CreatureAI(pCreature),
me(pCreature),
IsFleeing(false),
_isCombatMovementAllowed(true),
_evadeCheckCooldown(2500)
{
_isHeroic = me->GetMap()->IsHeroic();
_difficulty = Difficulty(me->GetMap()->GetSpawnMode());
}
void ScriptedAI::AttackStartNoMove(Unit* pWho)
{
if (!pWho)
return;
if (me->Attack(pWho, false))
DoStartNoMovement(pWho);
}
void ScriptedAI::UpdateAI(uint32 const /*diff*/)
{
//Check if we have a current target
if (!UpdateVictim())
return;
if (me->isAttackReady())
{
//If we are within range melee the target
if (me->IsWithinMeleeRange(me->getVictim()))
{
me->AttackerStateUpdate(me->getVictim());
me->resetAttackTimer();
}
}
}
void ScriptedAI::DoStartMovement(Unit* pVictim, float fDistance, float fAngle)
{
if (pVictim)
me->GetMotionMaster()->MoveChase(pVictim, fDistance, fAngle);
}
void ScriptedAI::DoStartNoMovement(Unit* pVictim)
{
if (!pVictim)
return;
me->GetMotionMaster()->MoveIdle();
}
void ScriptedAI::DoStopAttack()
{
if (me->getVictim())
me->AttackStop();
}
void ScriptedAI::DoCastSpell(Unit* pTarget, SpellEntry const* pSpellInfo, bool bTriggered)
{
if (!pTarget || me->IsNonMeleeSpellCasted(false))
return;
me->StopMoving();
me->CastSpell(pTarget, pSpellInfo, bTriggered);
}
void ScriptedAI::DoPlaySoundToSet(WorldObject* pSource, uint32 uiSoundId)
{
if (!pSource)
return;
if (!GetSoundEntriesStore()->LookupEntry(uiSoundId))
{
sLog->outError("TSCR: Invalid soundId %u used in DoPlaySoundToSet (Source: TypeId %u, GUID %u)", uiSoundId, pSource->GetTypeId(), pSource->GetGUIDLow());
return;
}
pSource->PlayDirectSound(uiSoundId);
}
Creature* ScriptedAI::DoSpawnCreature(uint32 entry, float offsetX, float offsetY, float offsetZ, float angle, uint32 type, uint32 despawntime)
{
return me->SummonCreature(entry, me->GetPositionX() + offsetX, me->GetPositionY() + offsetY, me->GetPositionZ() + offsetZ, angle, TempSummonType(type), despawntime);
}
SpellEntry const* ScriptedAI::SelectSpell(Unit* target, uint32 school, uint32 mechanic, SelectTargetType targets, uint32 powerCostMin, uint32 powerCostMax, float rangeMin, float rangeMax, SelectEffect effects)
{
//No target so we can't cast
if (!target)
return false;
//Silenced so we can't cast
if (me->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SILENCED))
return false;
//Using the extended script system we first create a list of viable spells
SpellEntry const* apSpell[CREATURE_MAX_SPELLS];
memset(apSpell, 0, CREATURE_MAX_SPELLS * sizeof(SpellEntry*));
uint32 spellCount = 0;
SpellEntry const* tempSpell = NULL;
SpellRangeEntry const* tempRange = NULL;
//Check if each spell is viable(set it to null if not)
for (uint32 i = 0; i < CREATURE_MAX_SPELLS; i++)
{
tempSpell = sSpellStore.LookupEntry(me->m_spells[i]);
//This spell doesn't exist
if (!tempSpell)
continue;
// Targets and Effects checked first as most used restrictions
//Check the spell targets if specified
if (targets && !(SpellSummary[me->m_spells[i]].Targets & (1 << (targets-1))))
continue;
//Check the type of spell if we are looking for a specific spell type
if (effects && !(SpellSummary[me->m_spells[i]].Effects & (1 << (effects-1))))
continue;
//Check for school if specified
if (school && (tempSpell->SchoolMask & school) == 0)
continue;
//Check for spell mechanic if specified
if (mechanic && tempSpell->Mechanic != mechanic)
continue;
//Make sure that the spell uses the requested amount of power
if (powerCostMin && tempSpell->manaCost < powerCostMin)
continue;
if (powerCostMax && tempSpell->manaCost > powerCostMax)
continue;
//Continue if we don't have the mana to actually cast this spell
if (tempSpell->manaCost > me->GetPower(Powers(tempSpell->powerType)))
continue;
//Get the Range
tempRange = GetSpellRangeStore()->LookupEntry(tempSpell->rangeIndex);
//Spell has invalid range store so we can't use it
if (!tempRange)
continue;
//Check if the spell meets our range requirements
if (rangeMin && me->GetSpellMinRangeForTarget(target, tempRange) < rangeMin)
continue;
if (rangeMax && me->GetSpellMaxRangeForTarget(target, tempRange) > rangeMax)
continue;
//Check if our target is in range
if (me->IsWithinDistInMap(target, float(me->GetSpellMinRangeForTarget(target, tempRange))) || !me->IsWithinDistInMap(target, float(me->GetSpellMaxRangeForTarget(target, tempRange))))
continue;
//All good so lets add it to the spell list
apSpell[spellCount] = tempSpell;
++spellCount;
}
//We got our usable spells so now lets randomly pick one
if (!spellCount)
return NULL;
return apSpell[urand(0, spellCount - 1)];
}
bool ScriptedAI::CanCast(Unit* target, SpellEntry const* spell, bool triggered /*= false*/)
{
//No target so we can't cast
if (!target || !spell)
return false;
//Silenced so we can't cast
if (!triggered && me->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SILENCED))
return false;
//Check for power
if (!triggered && me->GetPower(Powers(spell->powerType)) < spell->manaCost)
return false;
SpellRangeEntry const* tempRange = GetSpellRangeStore()->LookupEntry(spell->rangeIndex);
//Spell has invalid range store so we can't use it
if (!tempRange)
return false;
//Unit is out of range of this spell
if (me->IsInRange(target, float(me->GetSpellMinRangeForTarget(target, tempRange)), float(me->GetSpellMaxRangeForTarget(target, tempRange))))
return false;
return true;
}
void ScriptedAI::DoResetThreat()
{
if (!me->CanHaveThreatList() || me->getThreatManager().isThreatListEmpty())
{
sLog->outError("TSCR: DoResetThreat called for creature that either cannot have threat list or has empty threat list (me entry = %d)", me->GetEntry());
return;
}
std::list<HostileReference*>& threatlist = me->getThreatManager().getThreatList();
for (std::list<HostileReference*>::iterator itr = threatlist.begin(); itr != threatlist.end(); ++itr)
{
Unit* pUnit = Unit::GetUnit((*me), (*itr)->getUnitGuid());
if (pUnit && DoGetThreat(pUnit))
DoModifyThreatPercent(pUnit, -100);
}
}
float ScriptedAI::DoGetThreat(Unit* pUnit)
{
if (!pUnit) return 0.0f;
return me->getThreatManager().getThreat(pUnit);
}
void ScriptedAI::DoModifyThreatPercent(Unit* pUnit, int32 pct)
{
if (!pUnit) return;
me->getThreatManager().modifyThreatPercent(pUnit, pct);
}
void ScriptedAI::DoTeleportTo(float fX, float fY, float fZ, uint32 uiTime)
{
me->Relocate(fX, fY, fZ);
me->SendMonsterMove(fX, fY, fZ, uiTime);
}
void ScriptedAI::DoTeleportTo(const float fPos[4])
{
me->NearTeleportTo(fPos[0], fPos[1], fPos[2], fPos[3]);
}
void ScriptedAI::DoTeleportPlayer(Unit* pUnit, float fX, float fY, float fZ, float fO)
{
if (!pUnit || pUnit->GetTypeId() != TYPEID_PLAYER)
{
if (pUnit)
sLog->outError("TSCR: Creature " UI64FMTD " (Entry: %u) Tried to teleport non-player unit (Type: %u GUID: " UI64FMTD ") to x: %f y:%f z: %f o: %f. Aborted.", me->GetGUID(), me->GetEntry(), pUnit->GetTypeId(), pUnit->GetGUID(), fX, fY, fZ, fO);
return;
}
CAST_PLR(pUnit)->TeleportTo(pUnit->GetMapId(), fX, fY, fZ, fO, TELE_TO_NOT_LEAVE_COMBAT);
}
void ScriptedAI::DoTeleportAll(float fX, float fY, float fZ, float fO)
{
Map *map = me->GetMap();
if (!map->IsDungeon())
return;
Map::PlayerList const &PlayerList = map->GetPlayers();
for (Map::PlayerList::const_iterator i = PlayerList.begin(); i != PlayerList.end(); ++i)
if (Player* i_pl = i->getSource())
if (i_pl->isAlive())
i_pl->TeleportTo(me->GetMapId(), fX, fY, fZ, fO, TELE_TO_NOT_LEAVE_COMBAT);
}
Unit* ScriptedAI::DoSelectLowestHpFriendly(float fRange, uint32 uiMinHPDiff)
{
Unit* pUnit = NULL;
Trinity::MostHPMissingInRange u_check(me, fRange, uiMinHPDiff);
Trinity::UnitLastSearcher<Trinity::MostHPMissingInRange> searcher(me, pUnit, u_check);
me->VisitNearbyObject(fRange, searcher);
return pUnit;
}
std::list<Creature*> ScriptedAI::DoFindFriendlyCC(float fRange)
{
std::list<Creature*> pList;
Trinity::FriendlyCCedInRange u_check(me, fRange);
Trinity::CreatureListSearcher<Trinity::FriendlyCCedInRange> searcher(me, pList, u_check);
me->VisitNearbyObject(fRange, searcher);
return pList;
}
std::list<Creature*> ScriptedAI::DoFindFriendlyMissingBuff(float fRange, uint32 uiSpellid)
{
std::list<Creature*> pList;
Trinity::FriendlyMissingBuffInRange u_check(me, fRange, uiSpellid);
Trinity::CreatureListSearcher<Trinity::FriendlyMissingBuffInRange> searcher(me, pList, u_check);
me->VisitNearbyObject(fRange, searcher);
return pList;
}
Player* ScriptedAI::GetPlayerAtMinimumRange(float fMinimumRange)
{
Player* pPlayer = NULL;
CellPair pair(Trinity::ComputeCellPair(me->GetPositionX(), me->GetPositionY()));
Cell cell(pair);
cell.data.Part.reserved = ALL_DISTRICT;
cell.SetNoCreate();
Trinity::PlayerAtMinimumRangeAway check(me, fMinimumRange);
Trinity::PlayerSearcher<Trinity::PlayerAtMinimumRangeAway> searcher(me, pPlayer, check);
TypeContainerVisitor<Trinity::PlayerSearcher<Trinity::PlayerAtMinimumRangeAway>, GridTypeMapContainer> visitor(searcher);
cell.Visit(pair, visitor, *(me->GetMap()));
return pPlayer;
}
void ScriptedAI::SetEquipmentSlots(bool loadDefault, int32 mainHand /*= EQUIP_NO_CHANGE*/, int32 offHand /*= EQUIP_NO_CHANGE*/, int32 ranged /*= EQUIP_NO_CHANGE*/)
{
if (loadDefault)
{
if (CreatureInfo const* creatureInfo = ObjectMgr::GetCreatureTemplate(me->GetEntry()))
me->LoadEquipment(creatureInfo->equipmentId, true);
return;
}
if (mainHand >= 0)
me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 0, uint32(mainHand));
if (offHand >= 0)
me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 1, uint32(offHand));
if (ranged >= 0)
me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 2, uint32(ranged));
}
void ScriptedAI::SetCombatMovement(bool allowMovement)
{
_isCombatMovementAllowed = allowMovement;
}
enum eNPCs
{
NPC_BROODLORD = 12017,
NPC_VOID_REAVER = 19516,
NPC_JAN_ALAI = 23578,
NPC_SARTHARION = 28860
};
// Hacklike storage used for misc creatures that are expected to evade of outside of a certain area.
// It is assumed the information is found elswehere and can be handled by the core. So far no luck finding such information/way to extract it.
bool ScriptedAI::EnterEvadeIfOutOfCombatArea(uint32 const diff)
{
if (_evadeCheckCooldown <= diff)
_evadeCheckCooldown = 2500;
else
{
_evadeCheckCooldown -= diff;
return false;
}
if (me->IsInEvadeMode() || !me->getVictim())
return false;
float fX = me->GetPositionX();
float fY = me->GetPositionY();
float fZ = me->GetPositionZ();
switch(me->GetEntry())
{
case NPC_BROODLORD: // broodlord (not move down stairs)
if (fZ > 448.60f)
return false;
break;
case NPC_VOID_REAVER: // void reaver (calculate from center of room)
if (me->GetDistance2d(432.59f, 371.93f) < 105.0f)
return false;
break;
case NPC_JAN_ALAI: // jan'alai (calculate by Z)
if (fZ > 12.0f)
return false;
break;
case NPC_SARTHARION: // sartharion (calculate box)
if (fX > 3218.86f && fX < 3275.69f && fY < 572.40f && fY > 484.68f)
return false;
break;
default:
sLog->outError("TSCR: EnterEvadeIfOutOfCombatArea used for creature entry %u, but does not have any definition.", me->GetEntry());
return false;
}
EnterEvadeMode();
return true;
}
void Scripted_NoMovementAI::AttackStart(Unit* target)
{
if (!target)
return;
if (me->Attack(target, true))
DoStartNoMovement(target);
}
BossAI::BossAI(Creature* creature, uint32 bossId) : ScriptedAI(creature)
, _bossId(bossId), summons(creature), instance(creature->GetInstanceScript())
, _boundary(instance ? instance->GetBossBoundary(bossId) : NULL)
{
}
void BossAI::_Reset()
{
if (!me->isAlive())
return;
me->ResetLootMode();
events.Reset();
summons.DespawnAll();
if (instance)
instance->SetBossState(_bossId, NOT_STARTED);
}
void BossAI::_JustDied()
{
events.Reset();
summons.DespawnAll();
if (instance)
{
instance->SetBossState(_bossId, DONE);
instance->SaveToDB();
}
}
void BossAI::_EnterCombat()
{
me->setActive(true);
DoZoneInCombat();
if (instance)
{
// bosses do not respawn, check only on enter combat
if (!instance->CheckRequiredBosses(_bossId))
{
EnterEvadeMode();
return;
}
instance->SetBossState(_bossId, IN_PROGRESS);
}
}
void BossAI::TeleportCheaters()
{
float x, y, z;
me->GetPosition(x, y, z);
std::list<HostileReference*>& threatList = me->getThreatManager().getThreatList();
for (std::list<HostileReference*>::iterator itr = threatList.begin(); itr != threatList.end(); ++itr)
if (Unit* target = (*itr)->getTarget())
if (target->GetTypeId() == TYPEID_PLAYER && !CheckBoundary(target))
target->NearTeleportTo(x, y, z, 0);
}
bool BossAI::CheckBoundary(Unit* who)
{
if (!GetBoundary() || !who)
return true;
for (BossBoundaryMap::const_iterator itr = GetBoundary()->begin(); itr != GetBoundary()->end(); ++itr)
{
switch (itr->first)
{
case BOUNDARY_N:
if (me->GetPositionX() > itr->second)
return false;
break;
case BOUNDARY_S:
if (me->GetPositionX() < itr->second)
return false;
break;
case BOUNDARY_E:
if (me->GetPositionY() < itr->second)
return false;
break;
case BOUNDARY_W:
if (me->GetPositionY() > itr->second)
return false;
break;
case BOUNDARY_NW:
if (me->GetPositionX() + me->GetPositionY() > itr->second)
return false;
break;
case BOUNDARY_SE:
if (me->GetPositionX() + me->GetPositionY() < itr->second)
return false;
break;
case BOUNDARY_NE:
if (me->GetPositionX() - me->GetPositionY() > itr->second)
return false;
break;
case BOUNDARY_SW:
if (me->GetPositionX() - me->GetPositionY() < itr->second)
return false;
break;
default:
break;
}
}
return true;
}
void BossAI::JustSummoned(Creature* summon)
{
summons.Summon(summon);
if (me->isInCombat())
DoZoneInCombat(summon);
}
void BossAI::SummonedCreatureDespawn(Creature* summon)
{
summons.Despawn(summon);
}
// SD2 grid searchers.
Creature* GetClosestCreatureWithEntry(WorldObject* source, uint32 entry, float maxSearchRange, bool alive /*= true*/)
{
return source->FindNearestCreature(entry, maxSearchRange, alive);
}
GameObject* GetClosestGameObjectWithEntry(WorldObject* source, uint32 entry, float maxSearchRange)
{
return source->FindNearestGameObject(entry, maxSearchRange);
}
void GetCreatureListWithEntryInGrid(std::list<Creature*>& list, WorldObject* source, uint32 entry, float maxSearchRange)
{
source->GetCreatureListWithEntryInGrid(list, entry, maxSearchRange);
}
void GetGameObjectListWithEntryInGrid(std::list<GameObject*>& list, WorldObject* source, uint32 entry, float maxSearchRange)
{
source->GetGameObjectListWithEntryInGrid(list, entry, maxSearchRange);
}