mirror of
https://github.com/araxiaonline/TrinityCore.git
synced 2026-06-18 06:00:10 -04:00
40a8e6d3ab
--HG-- branch : trunk
327 lines
10 KiB
C++
327 lines
10 KiB
C++
/*
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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*
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* Copyright (C) 2008-2009 Trinity <http://www.trinitycore.org/>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "CreatureAI.h"
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#include "Creature.h"
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#include "Player.h"
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#include "Pet.h"
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#include "SpellAuras.h"
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#include "World.h"
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void UnitAI::AttackStart(Unit *victim)
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{
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if(!victim)
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return;
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if(me->Attack(victim, true))
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{
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//DEBUG_LOG("Creature %s tagged a victim to kill [guid=%u]", me->GetName(), victim->GetGUIDLow());
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me->GetMotionMaster()->MoveChase(victim);
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}
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}
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void UnitAI::DoMeleeAttackIfReady()
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{
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//Make sure our attack is ready and we aren't currently casting before checking distance
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if (me->isAttackReady() && !me->hasUnitState(UNIT_STAT_CASTING))
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{
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//If we are within range melee the target
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if (me->IsWithinMeleeRange(me->getVictim()))
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{
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me->AttackerStateUpdate(me->getVictim());
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me->resetAttackTimer();
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}
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}
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if (me->haveOffhandWeapon() && me->isAttackReady(OFF_ATTACK) && !me->hasUnitState(UNIT_STAT_CASTING))
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{
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//If we are within range melee the target
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if (me->IsWithinMeleeRange(me->getVictim()))
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{
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me->AttackerStateUpdate(me->getVictim(), OFF_ATTACK);
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me->resetAttackTimer(OFF_ATTACK);
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}
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}
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}
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//Enable PlayerAI when charmed
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void PlayerAI::OnCharmed(bool apply) { me->IsAIEnabled = apply; }
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//Disable CreatureAI when charmed
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void CreatureAI::OnCharmed(bool apply)
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{
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//me->IsAIEnabled = !apply;*/
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me->NeedChangeAI = true;
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me->IsAIEnabled = false;
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}
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AISpellInfoType *AISpellInfo;
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void CreatureAI::DoZoneInCombat(Creature* creature)
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{
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if (!creature)
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creature = me;
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Map *map = creature->GetMap();
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if (!map->IsDungeon()) //use IsDungeon instead of Instanceable, in case battlegrounds will be instantiated
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{
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sLog.outError("DoZoneInCombat call for map that isn't an instance (creature entry = %d)", creature->GetTypeId() == TYPEID_UNIT ? ((Creature*)creature)->GetEntry() : 0);
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return;
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}
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if(!creature->getVictim())
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{
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if(Unit *target = creature->SelectNearestTarget())
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creature->AI()->AttackStart(target);
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else if(creature->isSummon())
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{
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if(Unit *summoner = ((TempSummon*)creature)->GetSummoner())
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{
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if(summoner->getVictim()
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&& (creature->IsFriendlyTo(summoner) || creature->IsHostileTo(summoner->getVictim())))
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creature->AI()->AttackStart(summoner->getVictim());
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}
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}
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}
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if (!creature->CanHaveThreatList() || !creature->getVictim())
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{
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sLog.outError("DoZoneInCombat called for creature that either cannot have threat list or has empty threat list (creature entry = %d)", creature->GetTypeId() == TYPEID_UNIT ? ((Creature*)creature)->GetEntry() : 0);
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return;
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}
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Map::PlayerList const &PlayerList = map->GetPlayers();
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for(Map::PlayerList::const_iterator i = PlayerList.begin(); i != PlayerList.end(); ++i)
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{
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if (Player* i_pl = i->getSource())
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if (i_pl->isAlive())
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{
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creature->SetInCombatWith(i_pl);
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i_pl->SetInCombatWith(creature);
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creature->AddThreat(i_pl, 0.0f);
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}
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}
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}
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void CreatureAI::MoveInLineOfSight(Unit *who)
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{
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if(me->getVictim())
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return;
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if(me->canStartAttack(who))
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AttackStart(who);
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else if(who->getVictim() && me->IsFriendlyTo(who)
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&& me->IsWithinDistInMap(who, sWorld.getConfig(CONFIG_CREATURE_FAMILY_ASSISTANCE_RADIUS))
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&& me->canAttack(who->getVictim()))
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AttackStart(who->getVictim());
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}
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bool CreatureAI::UpdateVictim()
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{
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if(!me->isInCombat())
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return false;
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if(Unit *victim = me->SelectVictim())
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AttackStart(victim);
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return me->getVictim();
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}
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void CreatureAI::EnterEvadeMode()
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{
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me->RemoveAllAuras();
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me->DeleteThreatList();
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me->CombatStop();
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me->LoadCreaturesAddon();
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me->SetLootRecipient(NULL);
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if(me->isAlive())
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me->GetMotionMaster()->MoveTargetedHome();
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}
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inline bool SelectTargetHelper(const Unit * me, const Unit * target, const bool &playerOnly, const float &dist, const int32 &aura)
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{
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if(playerOnly && target->GetTypeId() != TYPEID_PLAYER)
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return false;
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if(dist && !me->IsWithinCombatRange(target, dist))
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return false;
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if(aura)
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{
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if(aura > 0)
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{
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if(!target->HasAura(aura))
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return false;
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}
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else
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{
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if(target->HasAura(aura))
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return false;
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}
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}
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return true;
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}
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struct TargetDistanceOrder : public std::binary_function<const Unit *, const Unit *, bool>
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{
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const Unit * me;
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TargetDistanceOrder(const Unit* Target) : me(Target) {};
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// functor for operator ">"
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bool operator()(const Unit * _Left, const Unit * _Right) const
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{
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return (me->GetDistanceSq(_Left) < me->GetDistanceSq(_Right));
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}
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};
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Unit* CreatureAI::SelectTarget(SelectAggroTarget targetType, uint32 position, float dist, bool playerOnly, int32 aura)
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{
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if(targetType == SELECT_TARGET_NEAREST || targetType == SELECT_TARGET_FARTHEST)
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{
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std::list<HostilReference*> &m_threatlist = me->getThreatManager().getThreatList();
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if(position >= m_threatlist.size())
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return NULL;
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std::list<Unit*> targetList;
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for(std::list<HostilReference*>::iterator itr = m_threatlist.begin(); itr!= m_threatlist.end(); ++itr)
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if(SelectTargetHelper(me, (*itr)->getTarget(), playerOnly, dist, aura))
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targetList.push_back((*itr)->getTarget());
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if(position >= targetList.size())
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return NULL;
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targetList.sort(TargetDistanceOrder(m_creature));
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if(targetType == SELECT_TARGET_NEAREST)
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{
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std::list<Unit*>::iterator i = targetList.begin();
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advance(i, position);
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return *i;
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}
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else
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{
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std::list<Unit*>::reverse_iterator i = targetList.rbegin();
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advance(i, position);
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return *i;
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}
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}
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else
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{
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std::list<HostilReference*> m_threatlist = me->getThreatManager().getThreatList();
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std::list<HostilReference*>::iterator i;
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while(position < m_threatlist.size())
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{
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if(targetType == SELECT_TARGET_BOTTOMAGGRO)
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{
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i = m_threatlist.end();
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advance(i, - (int32)position - 1);
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}
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else
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{
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i = m_threatlist.begin();
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if(targetType == SELECT_TARGET_TOPAGGRO)
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advance(i, position);
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else // random
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advance(i, position + rand()%(m_threatlist.size() - position));
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}
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if(SelectTargetHelper(me, (*i)->getTarget(), playerOnly, dist, aura))
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return (*i)->getTarget();
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else
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m_threatlist.erase(i);
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}
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}
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return NULL;
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}
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void CreatureAI::SelectTargetList(std::list<Unit*> &targetList, uint32 num, SelectAggroTarget targetType, float dist, bool playerOnly, int32 aura)
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{
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if(targetType == SELECT_TARGET_NEAREST || targetType == SELECT_TARGET_FARTHEST)
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{
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std::list<HostilReference*> &m_threatlist = m_creature->getThreatManager().getThreatList();
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if(m_threatlist.empty())
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return;
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for(std::list<HostilReference*>::iterator itr = m_threatlist.begin(); itr!= m_threatlist.end(); ++itr)
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if(SelectTargetHelper(me, (*itr)->getTarget(), playerOnly, dist, aura))
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targetList.push_back((*itr)->getTarget());
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targetList.sort(TargetDistanceOrder(me));
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targetList.resize(num);
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if(targetType == SELECT_TARGET_FARTHEST)
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targetList.reverse();
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}
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else
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{
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std::list<HostilReference*> m_threatlist = me->getThreatManager().getThreatList();
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std::list<HostilReference*>::iterator i;
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while(!m_threatlist.empty() && num)
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{
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if(targetType == SELECT_TARGET_BOTTOMAGGRO)
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{
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i = m_threatlist.end();
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--i;
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}
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else
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{
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i = m_threatlist.begin();
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if(targetType == SELECT_TARGET_RANDOM)
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advance(i, rand()%m_threatlist.size());
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}
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if(SelectTargetHelper(me, (*i)->getTarget(), playerOnly, dist, aura))
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{
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targetList.push_back((*i)->getTarget());
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--num;
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}
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m_threatlist.erase(i);
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}
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}
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}
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void SimpleCharmedAI::UpdateAI(const uint32 /*diff*/)
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{
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Creature *charmer = (Creature*)me->GetCharmer();
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//kill self if charm aura has infinite duration
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if(charmer->IsInEvadeMode())
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{
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Unit::AuraEffectList const& auras = me->GetAurasByType(SPELL_AURA_MOD_CHARM);
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for(Unit::AuraEffectList::const_iterator iter = auras.begin(); iter != auras.end(); ++iter)
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if((*iter)->GetCasterGUID() == charmer->GetGUID() && (*iter)->GetParentAura()->IsPermanent())
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{
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charmer->Kill(me);
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return;
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}
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}
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if(!charmer->isInCombat())
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me->GetMotionMaster()->MoveFollow(charmer, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
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Unit *target = me->getVictim();
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if(!target || !charmer->canAttack(target))
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AttackStart(charmer->SelectNearestTarget());
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}
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/*void CreatureAI::AttackedBy( Unit* attacker )
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{
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if(!m_creature->getVictim())
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AttackStart(attacker);
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}*/
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