Files
TrinityCore/src/server/game/AI/SmartScripts/SmartAI.cpp

1079 lines
30 KiB
C++

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