Files
TrinityCore/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp
2019-05-15 22:04:24 +02:00

368 lines
11 KiB
C++

/*
* Copyright (C) 2008-2019 TrinityCore <https://www.trinitycore.org/>
* Copyright (C) 2006-2009 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
*
* 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 "ScriptedFollowerAI.h"
#include "Creature.h"
#include "Group.h"
#include "Log.h"
#include "Map.h"
#include "MotionMaster.h"
#include "ObjectAccessor.h"
#include "Player.h"
float constexpr MAX_PLAYER_DISTANCE = 100.0f;
enum Points
{
POINT_COMBAT_START = 0xFFFFFF
};
FollowerAI::FollowerAI(Creature* creature) : ScriptedAI(creature), _updateFollowTimer(2500), _followState(STATE_FOLLOW_NONE), _questForFollow(nullptr) { }
void FollowerAI::MovementInform(uint32 type, uint32 id)
{
if (type != POINT_MOTION_TYPE || !HasFollowState(STATE_FOLLOW_INPROGRESS))
return;
if (id == POINT_COMBAT_START)
{
if (GetLeaderForFollower())
{
if (!HasFollowState(STATE_FOLLOW_PAUSED))
AddFollowState(STATE_FOLLOW_RETURNING);
}
else
me->DespawnOrUnsummon();
}
}
void FollowerAI::AttackStart(Unit* who)
{
if (!who)
return;
if (me->Attack(who, true))
{
me->EngageWithTarget(who); // in case it doesn't have threat+combat yet
if (me->HasUnitState(UNIT_STATE_FOLLOW))
me->ClearUnitState(UNIT_STATE_FOLLOW);
if (IsCombatMovementAllowed())
me->GetMotionMaster()->MoveChase(who);
}
}
void FollowerAI::MoveInLineOfSight(Unit* who)
{
// TODO: what in the world is this?
if (me->HasReactState(REACT_AGGRESSIVE) && !me->HasUnitState(UNIT_STATE_STUNNED) && who->isTargetableForAttack() && who->isInAccessiblePlaceFor(me))
return;
if (HasFollowState(STATE_FOLLOW_INPROGRESS) && AssistPlayerInCombatAgainst(who))
return;
ScriptedAI::MoveInLineOfSight(who);
}
void FollowerAI::JustDied(Unit* /*killer*/)
{
if (!HasFollowState(STATE_FOLLOW_INPROGRESS) || !_leaderGUID || !_questForFollow)
return;
/// @todo need a better check for quests with time limit.
if (Player* player = GetLeaderForFollower())
{
if (Group* group = player->GetGroup())
{
for (GroupReference* groupRef = group->GetFirstMember(); groupRef != nullptr; groupRef = groupRef->next())
if (Player* member = groupRef->GetSource())
if (member->IsInMap(player))
member->FailQuest(_questForFollow->GetQuestId());
}
else
player->FailQuest(_questForFollow->GetQuestId());
}
}
void FollowerAI::JustAppeared()
{
_followState = STATE_FOLLOW_NONE;
if (!IsCombatMovementAllowed())
SetCombatMovement(true);
if (me->GetFaction() != me->GetCreatureTemplate()->faction)
me->SetFaction(me->GetCreatureTemplate()->faction);
Reset();
}
void FollowerAI::EnterEvadeMode(EvadeReason /*why*/)
{
me->RemoveAllAuras();
me->GetThreatManager().ClearAllThreat();
me->CombatStop(true);
me->SetLootRecipient(nullptr);
if (HasFollowState(STATE_FOLLOW_INPROGRESS))
{
TC_LOG_DEBUG("scripts.ai.followerai", "FollowerAI::EnterEvadeMode: left combat, returning to CombatStartPosition. (%s)", me->GetGUID().ToString().c_str());
if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == CHASE_MOTION_TYPE)
me->GetMotionMaster()->MovePoint(POINT_COMBAT_START, me->GetPosition());
}
else
{
if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == CHASE_MOTION_TYPE)
me->GetMotionMaster()->MoveTargetedHome();
}
Reset();
}
void FollowerAI::UpdateAI(uint32 uiDiff)
{
if (HasFollowState(STATE_FOLLOW_INPROGRESS) && !me->IsEngaged())
{
if (_updateFollowTimer <= uiDiff)
{
if (HasFollowState(STATE_FOLLOW_COMPLETE) && !HasFollowState(STATE_FOLLOW_POSTEVENT))
{
TC_LOG_DEBUG("scripts.ai.followerai", "FollowerAI::UpdateAI: is set completed, despawns. (%s)", me->GetGUID().ToString().c_str());
me->DespawnOrUnsummon();
return;
}
bool maxRangeExceeded = true;
if (Player* player = GetLeaderForFollower())
{
if (HasFollowState(STATE_FOLLOW_RETURNING))
{
TC_LOG_DEBUG("scripts.ai.followerai", "FollowerAI::UpdateAI: is returning to leader. (%s)", me->GetGUID().ToString().c_str());
RemoveFollowState(STATE_FOLLOW_RETURNING);
me->GetMotionMaster()->MoveFollow(player, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
return;
}
if (Group* group = player->GetGroup())
{
for (GroupReference* groupRef = group->GetFirstMember(); groupRef != nullptr; groupRef = groupRef->next())
{
Player* member = groupRef->GetSource();
if (member && me->IsWithinDistInMap(member, MAX_PLAYER_DISTANCE))
{
maxRangeExceeded = false;
break;
}
}
}
else
{
if (me->IsWithinDistInMap(player, MAX_PLAYER_DISTANCE))
maxRangeExceeded = false;
}
}
if (maxRangeExceeded)
{
TC_LOG_DEBUG("scripts.ai.followerai", "FollowerAI::UpdateAI: failed because player/group was to far away or not found (%s)", me->GetGUID().ToString().c_str());
me->DespawnOrUnsummon();
return;
}
_updateFollowTimer = 1000;
}
else
_updateFollowTimer -= uiDiff;
}
UpdateFollowerAI(uiDiff);
}
void FollowerAI::UpdateFollowerAI(uint32 /*uiDiff*/)
{
if (!UpdateVictim())
return;
DoMeleeAttackIfReady();
}
void FollowerAI::StartFollow(Player* player, uint32 factionForFollower, Quest const* quest)
{
if (me->IsEngaged())
{
TC_LOG_DEBUG("scripts.ai.followerai", "FollowerAI::StartFollow: attempt to StartFollow while in combat. (%s)", me->GetGUID().ToString().c_str());
return;
}
if (HasFollowState(STATE_FOLLOW_INPROGRESS))
{
TC_LOG_ERROR("scripts.ai.followerai", "FollowerAI::StartFollow: attempt to StartFollow while already following. (%s)", me->GetGUID().ToString().c_str());
return;
}
// set variables
_leaderGUID = player->GetGUID();
if (factionForFollower)
me->SetFaction(factionForFollower);
_questForFollow = quest;
if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == WAYPOINT_MOTION_TYPE)
{
me->GetMotionMaster()->Clear();
me->GetMotionMaster()->MoveIdle();
}
me->SetUInt32Value(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_NONE);
AddFollowState(STATE_FOLLOW_INPROGRESS);
me->GetMotionMaster()->MoveFollow(player, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
TC_LOG_DEBUG("scripts.ai.followerai", "FollowerAI::StartFollow: start follow %s - %s (%s)", player->GetName().c_str(), _leaderGUID.ToString().c_str(), me->GetGUID().ToString().c_str());
}
void FollowerAI::SetFollowPaused(bool paused)
{
if (!HasFollowState(STATE_FOLLOW_INPROGRESS) || HasFollowState(STATE_FOLLOW_COMPLETE))
return;
if (paused)
{
AddFollowState(STATE_FOLLOW_PAUSED);
if (me->HasUnitState(UNIT_STATE_FOLLOW))
{
me->ClearUnitState(UNIT_STATE_FOLLOW);
me->StopMoving();
me->GetMotionMaster()->Clear();
me->GetMotionMaster()->MoveIdle();
}
}
else
{
RemoveFollowState(STATE_FOLLOW_PAUSED);
if (Player* leader = GetLeaderForFollower())
me->GetMotionMaster()->MoveFollow(leader, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
}
}
void FollowerAI::SetFollowComplete(bool withEndEvent)
{
if (me->HasUnitState(UNIT_STATE_FOLLOW))
{
me->ClearUnitState(UNIT_STATE_FOLLOW);
me->StopMoving();
me->GetMotionMaster()->Clear();
me->GetMotionMaster()->MoveIdle();
}
if (withEndEvent)
AddFollowState(STATE_FOLLOW_POSTEVENT);
else
{
if (HasFollowState(STATE_FOLLOW_POSTEVENT))
RemoveFollowState(STATE_FOLLOW_POSTEVENT);
}
AddFollowState(STATE_FOLLOW_COMPLETE);
}
Player* FollowerAI::GetLeaderForFollower()
{
if (Player* player = ObjectAccessor::GetPlayer(*me, _leaderGUID))
{
if (player->IsAlive())
return player;
else
{
if (Group* group = player->GetGroup())
{
for (GroupReference* groupRef = group->GetFirstMember(); groupRef != nullptr; groupRef = groupRef->next())
{
Player* member = groupRef->GetSource();
if (member && me->IsWithinDistInMap(member, MAX_PLAYER_DISTANCE) && member->IsAlive())
{
TC_LOG_DEBUG("scripts.ai.followerai", "FollowerAI::GetLeaderForFollower: GetLeader changed and returned new leader. (%s)", me->GetGUID().ToString().c_str());
_leaderGUID = member->GetGUID();
return member;
}
}
}
}
}
TC_LOG_DEBUG("scripts.ai.followerai", "FollowerAI::GetLeaderForFollower: GetLeader can not find suitable leader. (%s)", me->GetGUID().ToString().c_str());
return nullptr;
}
// This part provides assistance to a player that are attacked by who, even if out of normal aggro range
// It will cause me to attack who that are attacking _any_ player (which has been confirmed may happen also on offi)
// The flag (type_flag) is unconfirmed, but used here for further research and is a good candidate.
bool FollowerAI::AssistPlayerInCombatAgainst(Unit* who)
{
if (!who || !who->GetVictim())
return false;
if (me->HasReactState(REACT_PASSIVE))
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;
if (!who->isInAccessiblePlaceFor(me))
return false;
if (!CanAIAttack(who))
return false;
// we cannot attack in evade mode
if (me->IsInEvadeMode())
return false;
// or if enemy is in evade mode
if (who->GetTypeId() == TYPEID_UNIT && who->ToCreature()->IsInEvadeMode())
return false;
// never attack friendly
if (me->IsFriendlyTo(who))
return false;
// too far away and no free sight
if (me->IsWithinDistInMap(who, MAX_PLAYER_DISTANCE) && me->IsWithinLOSInMap(who))
{
me->EngageWithTarget(who);
return true;
}
return false;
}