mirror of
https://github.com/araxiaonline/TrinityCore2.git
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[svn] * Proper SVN structure
--HG-- branch : trunk
This commit is contained in:
@@ -0,0 +1,612 @@
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/* Copyright (C) 2006 - 2008 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
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* This program is free software licensed under GPL version 2
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* Please see the included DOCS/LICENSE.TXT for more information */
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#include "precompiled.h"
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#include "Item.h"
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#include "Spell.h"
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#include "WorldPacket.h"
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// Spell summary for ScriptedAI::SelectSpell
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struct TSpellSummary {
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uint8 Targets; // set of enum SelectTarget
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uint8 Effects; // set of enum SelectEffect
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} *SpellSummary;
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bool ScriptedAI::IsVisible(Unit* who) const
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{
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if (!who)
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return false;
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return (m_creature->GetDistance(who) < VISIBLE_RANGE) && who->isVisibleForOrDetect(m_creature,true);
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}
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void ScriptedAI::MoveInLineOfSight(Unit *who)
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{
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if( !m_creature->getVictim() && who->isTargetableForAttack() && ( m_creature->IsHostileTo( who )) && who->isInAccessablePlaceFor(m_creature) )
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{
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if (m_creature->GetDistanceZ(who) > CREATURE_Z_ATTACK_RANGE)
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return;
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float attackRadius = m_creature->GetAttackDistance(who);
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if( m_creature->IsWithinDistInMap(who, attackRadius) && m_creature->IsWithinLOSInMap(who) )
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{
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DoStartAttackAndMovement(who);
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who->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH);
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if (!InCombat)
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{
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Aggro(who);
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InCombat = true;
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}
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}
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}
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}
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void ScriptedAI::AttackStart(Unit* who)
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{
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if (!who)
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return;
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if (who->isTargetableForAttack())
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{
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//Begin attack
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DoStartAttackAndMovement(who);
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if (!InCombat)
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{
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Aggro(who);
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InCombat = true;
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}
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}
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}
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void ScriptedAI::UpdateAI(const uint32 diff)
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{
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//Check if we have a current target
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if( m_creature->isAlive() && m_creature->SelectHostilTarget() && m_creature->getVictim())
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{
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if( m_creature->isAttackReady() )
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{
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//If we are within range melee the target
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if( m_creature->IsWithinDistInMap(m_creature->getVictim(), ATTACK_DISTANCE))
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{
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m_creature->AttackerStateUpdate(m_creature->getVictim());
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m_creature->resetAttackTimer();
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}
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}
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}
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}
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void ScriptedAI::EnterEvadeMode()
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{
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m_creature->InterruptNonMeleeSpells(true);
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m_creature->RemoveAllAuras();
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m_creature->DeleteThreatList();
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m_creature->CombatStop();
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m_creature->LoadCreaturesAddon();
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if( m_creature->isAlive() )
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m_creature->GetMotionMaster()->MoveTargetedHome();
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m_creature->SetLootRecipient(NULL);
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InCombat = false;
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Reset();
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}
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void ScriptedAI::JustRespawned()
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{
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InCombat = false;
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Reset();
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}
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void ScriptedAI::DoStartAttackAndMovement(Unit* victim, float distance, float angle)
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{
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if (!victim)
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return;
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if ( m_creature->Attack(victim, true) )
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{
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m_creature->GetMotionMaster()->MoveChase(victim, distance, angle);
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m_creature->AddThreat(victim, 0.0f);
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}
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}
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void ScriptedAI::DoStartAttackNoMovement(Unit* victim)
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{
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if (!victim)
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return;
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if ( m_creature->Attack(victim, true) )
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{
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m_creature->AddThreat(victim, 0.0f);
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}
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}
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void ScriptedAI::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( m_creature->isAttackReady() && !m_creature->IsNonMeleeSpellCasted(false))
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{
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//If we are within range melee the target
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if( m_creature->IsWithinDistInMap(m_creature->getVictim(), ATTACK_DISTANCE))
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{
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m_creature->AttackerStateUpdate(m_creature->getVictim());
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m_creature->resetAttackTimer();
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}
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}
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}
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void ScriptedAI::DoStopAttack()
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{
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if( m_creature->getVictim() != NULL )
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{
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m_creature->AttackStop();
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}
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}
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void ScriptedAI::DoCast(Unit* victim, uint32 spellId, bool triggered)
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{
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if (!victim || m_creature->IsNonMeleeSpellCasted(false))
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return;
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m_creature->StopMoving();
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m_creature->CastSpell(victim, spellId, triggered);
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}
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void ScriptedAI::DoCastSpell(Unit* who,SpellEntry const *spellInfo, bool triggered)
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{
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if (!who || m_creature->IsNonMeleeSpellCasted(false))
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return;
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m_creature->StopMoving();
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m_creature->CastSpell(who, spellInfo, triggered);
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}
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void ScriptedAI::DoSay(const char* text, uint32 language, Unit* target)
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{
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if (target)m_creature->Say(text, language, target->GetGUID());
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else m_creature->Say(text, language, 0);
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}
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void ScriptedAI::DoYell(const char* text, uint32 language, Unit* target)
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{
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if (target)m_creature->Yell(text, language, target->GetGUID());
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else m_creature->Yell(text, language, 0);
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}
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void ScriptedAI::DoTextEmote(const char* text, Unit* target, bool IsBossEmote)
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{
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if (target)m_creature->TextEmote(text, target->GetGUID(), IsBossEmote);
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else m_creature->TextEmote(text, 0, IsBossEmote);
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}
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void ScriptedAI::DoWhisper(const char* text, Unit* reciever, bool IsBossWhisper)
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{
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if (!reciever || reciever->GetTypeId() != TYPEID_PLAYER)
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return;
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m_creature->Whisper(text, reciever->GetGUID(), IsBossWhisper);
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}
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void ScriptedAI::DoPlaySoundToSet(Unit* unit, uint32 sound)
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{
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if (!unit)
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return;
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if (!GetSoundEntriesStore()->LookupEntry(sound))
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{
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error_log("SD2: Invalid soundId %u used in DoPlaySoundToSet (by unit TypeId %u, guid %u)", sound, unit->GetTypeId(), unit->GetGUID());
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return;
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}
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WorldPacket data(4);
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data.SetOpcode(SMSG_PLAY_SOUND);
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data << uint32(sound);
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unit->SendMessageToSet(&data,false);
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}
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Creature* ScriptedAI::DoSpawnCreature(uint32 id, float x, float y, float z, float angle, uint32 type, uint32 despawntime)
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{
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return m_creature->SummonCreature(id,m_creature->GetPositionX() + x,m_creature->GetPositionY() + y,m_creature->GetPositionZ() + z, angle, (TempSummonType)type, despawntime);
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}
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Unit* ScriptedAI::SelectUnit(SelectAggroTarget target, uint32 position)
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{
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//ThreatList m_threatlist;
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std::list<HostilReference*>& m_threatlist = m_creature->getThreatManager().getThreatList();
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std::list<HostilReference*>::iterator i = m_threatlist.begin();
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std::list<HostilReference*>::reverse_iterator r = m_threatlist.rbegin();
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if (position >= m_threatlist.size() || !m_threatlist.size())
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return NULL;
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switch (target)
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{
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case SELECT_TARGET_RANDOM:
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advance ( i , position + (rand() % (m_threatlist.size() - position ) ));
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return Unit::GetUnit((*m_creature),(*i)->getUnitGuid());
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break;
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case SELECT_TARGET_TOPAGGRO:
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advance ( i , position);
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return Unit::GetUnit((*m_creature),(*i)->getUnitGuid());
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break;
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case SELECT_TARGET_BOTTOMAGGRO:
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advance ( r , position);
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return Unit::GetUnit((*m_creature),(*r)->getUnitGuid());
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break;
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}
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return NULL;
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}
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SpellEntry const* ScriptedAI::SelectSpell(Unit* Target, int32 School, int32 Mechanic, SelectTarget Targets, uint32 PowerCostMin, uint32 PowerCostMax, float RangeMin, float RangeMax, SelectEffect Effects)
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{
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//No target so we can't cast
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if (!Target)
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return false;
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//Silenced so we can't cast
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if (m_creature->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SILENCED))
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return false;
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//Using the extended script system we first create a list of viable spells
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SpellEntry const* Spell[4];
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Spell[0] = 0;
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Spell[1] = 0;
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Spell[2] = 0;
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Spell[3] = 0;
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uint32 SpellCount = 0;
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SpellEntry const* TempSpell;
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SpellRangeEntry const* TempRange;
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//Check if each spell is viable(set it to null if not)
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for (uint32 i = 0; i < 4; i++)
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{
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TempSpell = GetSpellStore()->LookupEntry(m_creature->m_spells[i]);
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//This spell doesn't exist
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if (!TempSpell)
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continue;
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// Targets and Effects checked first as most used restrictions
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//Check the spell targets if specified
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if ( Targets && !(SpellSummary[m_creature->m_spells[i]].Targets & (1 << (Targets-1))) )
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continue;
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//Check the type of spell if we are looking for a specific spell type
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if ( Effects && !(SpellSummary[m_creature->m_spells[i]].Effects & (1 << (Effects-1))) )
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continue;
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//Check for school if specified
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if (School >= 0 && TempSpell->SchoolMask & School)
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continue;
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//Check for spell mechanic if specified
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if (Mechanic >= 0 && TempSpell->Mechanic != Mechanic)
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continue;
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//Make sure that the spell uses the requested amount of power
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if (PowerCostMin && TempSpell->manaCost < PowerCostMin)
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continue;
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if (PowerCostMax && TempSpell->manaCost > PowerCostMax)
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continue;
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//Continue if we don't have the mana to actually cast this spell
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if (TempSpell->manaCost > m_creature->GetPower((Powers)TempSpell->powerType))
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continue;
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//Get the Range
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TempRange = GetSpellRangeStore()->LookupEntry(TempSpell->rangeIndex);
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//Spell has invalid range store so we can't use it
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if (!TempRange)
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continue;
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//Check if the spell meets our range requirements
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if (RangeMin && TempRange->maxRange < RangeMin)
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continue;
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if (RangeMax && TempRange->maxRange > RangeMax)
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continue;
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//Check if our target is in range
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if (m_creature->IsWithinDistInMap(Target, TempRange->minRange) || !m_creature->IsWithinDistInMap(Target, TempRange->maxRange))
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continue;
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//All good so lets add it to the spell list
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Spell[SpellCount] = TempSpell;
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SpellCount++;
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}
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//We got our usable spells so now lets randomly pick one
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if (!SpellCount)
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return NULL;
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return Spell[rand()%SpellCount];
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}
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bool ScriptedAI::CanCast(Unit* Target, SpellEntry const *Spell, bool Triggered)
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{
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//No target so we can't cast
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if (!Target || !Spell)
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return false;
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//Silenced so we can't cast
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if (!Triggered && m_creature->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SILENCED))
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return false;
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//Check for power
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if (!Triggered && m_creature->GetPower((Powers)Spell->powerType) < Spell->manaCost)
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return false;
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||||
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SpellRangeEntry const *TempRange = NULL;
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||||
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||||
TempRange = GetSpellRangeStore()->LookupEntry(Spell->rangeIndex);
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||||
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||||
//Spell has invalid range store so we can't use it
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||||
if (!TempRange)
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return false;
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||||
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||||
//Unit is out of range of this spell
|
||||
if (m_creature->GetDistance(Target) > TempRange->maxRange || m_creature->GetDistance(Target) < TempRange->minRange)
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return false;
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||||
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return true;
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}
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||||
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void FillSpellSummary()
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{
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||||
SpellSummary = new TSpellSummary[GetSpellStore()->GetNumRows()];
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||||
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||||
SpellEntry const* TempSpell;
|
||||
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||||
for (int i=0; i < GetSpellStore()->GetNumRows(); i++ )
|
||||
{
|
||||
SpellSummary[i].Effects = 0;
|
||||
SpellSummary[i].Targets = 0;
|
||||
|
||||
TempSpell = GetSpellStore()->LookupEntry(i);
|
||||
//This spell doesn't exist
|
||||
if (!TempSpell)
|
||||
continue;
|
||||
|
||||
for (int j=0; j<3; j++)
|
||||
{
|
||||
//Spell targets self
|
||||
if ( TempSpell->EffectImplicitTargetA[j] == TARGET_SELF )
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||||
SpellSummary[i].Targets |= 1 << (SELECT_TARGET_SELF-1);
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||||
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||||
//Spell targets a single enemy
|
||||
if ( TempSpell->EffectImplicitTargetA[j] == TARGET_CHAIN_DAMAGE ||
|
||||
TempSpell->EffectImplicitTargetA[j] == TARGET_CURRENT_ENEMY_COORDINATES )
|
||||
SpellSummary[i].Targets |= 1 << (SELECT_TARGET_SINGLE_ENEMY-1);
|
||||
|
||||
//Spell targets AoE at enemy
|
||||
if ( TempSpell->EffectImplicitTargetA[j] == TARGET_ALL_ENEMY_IN_AREA ||
|
||||
TempSpell->EffectImplicitTargetA[j] == TARGET_ALL_ENEMY_IN_AREA_INSTANT ||
|
||||
TempSpell->EffectImplicitTargetA[j] == TARGET_ALL_AROUND_CASTER ||
|
||||
TempSpell->EffectImplicitTargetA[j] == TARGET_ALL_ENEMY_IN_AREA_CHANNELED )
|
||||
SpellSummary[i].Targets |= 1 << (SELECT_TARGET_AOE_ENEMY-1);
|
||||
|
||||
//Spell targets an enemy
|
||||
if ( TempSpell->EffectImplicitTargetA[j] == TARGET_CHAIN_DAMAGE ||
|
||||
TempSpell->EffectImplicitTargetA[j] == TARGET_CURRENT_ENEMY_COORDINATES ||
|
||||
TempSpell->EffectImplicitTargetA[j] == TARGET_ALL_ENEMY_IN_AREA ||
|
||||
TempSpell->EffectImplicitTargetA[j] == TARGET_ALL_ENEMY_IN_AREA_INSTANT ||
|
||||
TempSpell->EffectImplicitTargetA[j] == TARGET_ALL_AROUND_CASTER ||
|
||||
TempSpell->EffectImplicitTargetA[j] == TARGET_ALL_ENEMY_IN_AREA_CHANNELED )
|
||||
SpellSummary[i].Targets |= 1 << (SELECT_TARGET_ANY_ENEMY-1);
|
||||
|
||||
//Spell targets a single friend(or self)
|
||||
if ( TempSpell->EffectImplicitTargetA[j] == TARGET_SELF ||
|
||||
TempSpell->EffectImplicitTargetA[j] == TARGET_SINGLE_FRIEND ||
|
||||
TempSpell->EffectImplicitTargetA[j] == TARGET_SINGLE_PARTY )
|
||||
SpellSummary[i].Targets |= 1 << (SELECT_TARGET_SINGLE_FRIEND-1);
|
||||
|
||||
//Spell targets aoe friends
|
||||
if ( TempSpell->EffectImplicitTargetA[j] == TARGET_ALL_PARTY_AROUND_CASTER ||
|
||||
TempSpell->EffectImplicitTargetA[j] == TARGET_AREAEFFECT_PARTY ||
|
||||
TempSpell->EffectImplicitTargetA[j] == TARGET_ALL_AROUND_CASTER)
|
||||
SpellSummary[i].Targets |= 1 << (SELECT_TARGET_AOE_FRIEND-1);
|
||||
|
||||
//Spell targets any friend(or self)
|
||||
if ( TempSpell->EffectImplicitTargetA[j] == TARGET_SELF ||
|
||||
TempSpell->EffectImplicitTargetA[j] == TARGET_SINGLE_FRIEND ||
|
||||
TempSpell->EffectImplicitTargetA[j] == TARGET_SINGLE_PARTY ||
|
||||
TempSpell->EffectImplicitTargetA[j] == TARGET_ALL_PARTY_AROUND_CASTER ||
|
||||
TempSpell->EffectImplicitTargetA[j] == TARGET_AREAEFFECT_PARTY ||
|
||||
TempSpell->EffectImplicitTargetA[j] == TARGET_ALL_AROUND_CASTER)
|
||||
SpellSummary[i].Targets |= 1 << (SELECT_TARGET_ANY_FRIEND-1);
|
||||
|
||||
//Make sure that this spell includes a damage effect
|
||||
if ( TempSpell->Effect[j] == SPELL_EFFECT_SCHOOL_DAMAGE ||
|
||||
TempSpell->Effect[j] == SPELL_EFFECT_INSTAKILL ||
|
||||
TempSpell->Effect[j] == SPELL_EFFECT_ENVIRONMENTAL_DAMAGE ||
|
||||
TempSpell->Effect[j] == SPELL_EFFECT_HEALTH_LEECH )
|
||||
SpellSummary[i].Effects |= 1 << (SELECT_EFFECT_DAMAGE-1);
|
||||
|
||||
//Make sure that this spell includes a healing effect (or an apply aura with a periodic heal)
|
||||
if ( TempSpell->Effect[j] == SPELL_EFFECT_HEAL ||
|
||||
TempSpell->Effect[j] == SPELL_EFFECT_HEAL_MAX_HEALTH ||
|
||||
TempSpell->Effect[j] == SPELL_EFFECT_HEAL_MECHANICAL ||
|
||||
(TempSpell->Effect[j] == SPELL_EFFECT_APPLY_AURA && TempSpell->EffectApplyAuraName[j]== 8 ))
|
||||
SpellSummary[i].Effects |= 1 << (SELECT_EFFECT_HEALING-1);
|
||||
|
||||
//Make sure that this spell applies an aura
|
||||
if ( TempSpell->Effect[j] == SPELL_EFFECT_APPLY_AURA )
|
||||
SpellSummary[i].Effects |= 1 << (SELECT_EFFECT_AURA-1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ScriptedAI::DoZoneInCombat(Unit* pUnit)
|
||||
{
|
||||
if (!pUnit)
|
||||
pUnit = m_creature;
|
||||
|
||||
Map *map = pUnit->GetMap();
|
||||
|
||||
if (!map->IsDungeon()) //use IsDungeon instead of Instanceable, in case battlegrounds will be instantiated
|
||||
{
|
||||
error_log("SD2: DoZoneInCombat call for map that isn't an instance (pUnit entry = %d)", pUnit->GetTypeId() == TYPEID_UNIT ? ((Creature*)pUnit)->GetEntry() : 0);
|
||||
return;
|
||||
}
|
||||
|
||||
if (!pUnit->CanHaveThreatList() || pUnit->getThreatManager().isThreatListEmpty())
|
||||
{
|
||||
error_log("SD2: DoZoneInCombat called for creature that either cannot have threat list or has empty threat list (pUnit entry = %d)", pUnit->GetTypeId() == TYPEID_UNIT ? ((Creature*)pUnit)->GetEntry() : 0);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
InstanceMap::PlayerList const &PlayerList = ((InstanceMap*)map)->GetPlayers();
|
||||
InstanceMap::PlayerList::const_iterator i;
|
||||
for (i = PlayerList.begin(); i != PlayerList.end(); ++i)
|
||||
{
|
||||
if(!(*i)->isGameMaster())
|
||||
pUnit->AddThreat(*i, 0.0f);
|
||||
}
|
||||
}
|
||||
|
||||
void ScriptedAI::DoResetThreat()
|
||||
{
|
||||
if (!m_creature->CanHaveThreatList() || m_creature->getThreatManager().isThreatListEmpty())
|
||||
{
|
||||
error_log("SD2: DoResetThreat called for creature that either cannot have threat list or has empty threat list (m_creature entry = %d)", m_creature->GetEntry());
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
std::list<HostilReference*>& m_threatlist = m_creature->getThreatManager().getThreatList();
|
||||
std::list<HostilReference*>::iterator itr;
|
||||
|
||||
for(itr = m_threatlist.begin(); itr != m_threatlist.end(); ++itr)
|
||||
{
|
||||
Unit* pUnit = NULL;
|
||||
pUnit = Unit::GetUnit((*m_creature), (*itr)->getUnitGuid());
|
||||
if(pUnit && m_creature->getThreatManager().getThreat(pUnit))
|
||||
m_creature->getThreatManager().modifyThreatPercent(pUnit, -100);
|
||||
}
|
||||
}
|
||||
|
||||
void ScriptedAI::DoTeleportPlayer(Unit* pUnit, float x, float y, float z, float o)
|
||||
{
|
||||
if(!pUnit || pUnit->GetTypeId() != TYPEID_PLAYER)
|
||||
{
|
||||
if(pUnit)
|
||||
error_log("SD2: Creature %u (Entry: %u) Tried to teleport non-player unit (Type: %u GUID: %u) to x: %f y:%f z: %f o: %f. Aborted.", m_creature->GetGUID(), m_creature->GetEntry(), pUnit->GetTypeId(), pUnit->GetGUID(), x, y, z, o);
|
||||
return;
|
||||
}
|
||||
|
||||
((Player*)pUnit)->TeleportTo(pUnit->GetMapId(), x, y, z, o, TELE_TO_NOT_LEAVE_COMBAT);
|
||||
}
|
||||
|
||||
Unit* ScriptedAI::DoSelectLowestHpFriendly(float range, uint32 MinHPDiff)
|
||||
{
|
||||
CellPair p(MaNGOS::ComputeCellPair(m_creature->GetPositionX(), m_creature->GetPositionY()));
|
||||
Cell cell(p);
|
||||
cell.data.Part.reserved = ALL_DISTRICT;
|
||||
cell.SetNoCreate();
|
||||
|
||||
Unit* pUnit = NULL;
|
||||
|
||||
MostHPMissingInRange u_check(m_creature, range, MinHPDiff);
|
||||
MaNGOS::UnitLastSearcher<MostHPMissingInRange> searcher(pUnit, u_check);
|
||||
|
||||
/*
|
||||
typedef TYPELIST_4(GameObject, Creature*except pets*, DynamicObject, Corpse*Bones*) AllGridObjectTypes;
|
||||
This means that if we only search grid then we cannot possibly return pets or players so this is safe
|
||||
*/
|
||||
TypeContainerVisitor<MaNGOS::UnitLastSearcher<MostHPMissingInRange>, GridTypeMapContainer > grid_unit_searcher(searcher);
|
||||
|
||||
CellLock<GridReadGuard> cell_lock(cell, p);
|
||||
cell_lock->Visit(cell_lock, grid_unit_searcher, *(m_creature->GetMap()));
|
||||
return pUnit;
|
||||
}
|
||||
|
||||
std::list<Creature*> ScriptedAI::DoFindFriendlyCC(float range)
|
||||
{
|
||||
CellPair p(MaNGOS::ComputeCellPair(m_creature->GetPositionX(), m_creature->GetPositionY()));
|
||||
Cell cell(p);
|
||||
cell.data.Part.reserved = ALL_DISTRICT;
|
||||
cell.SetNoCreate();
|
||||
|
||||
std::list<Creature*> pList;
|
||||
|
||||
FriendlyCCedInRange u_check(m_creature, range);
|
||||
MaNGOS::CreatureListSearcher<FriendlyCCedInRange> searcher(pList, u_check);
|
||||
|
||||
TypeContainerVisitor<MaNGOS::CreatureListSearcher<FriendlyCCedInRange>, GridTypeMapContainer > grid_creature_searcher(searcher);
|
||||
|
||||
CellLock<GridReadGuard> cell_lock(cell, p);
|
||||
cell_lock->Visit(cell_lock, grid_creature_searcher, *(m_creature->GetMap()));
|
||||
|
||||
return pList;
|
||||
}
|
||||
|
||||
std::list<Creature*> ScriptedAI::DoFindFriendlyMissingBuff(float range, uint32 spellid)
|
||||
{
|
||||
CellPair p(MaNGOS::ComputeCellPair(m_creature->GetPositionX(), m_creature->GetPositionY()));
|
||||
Cell cell(p);
|
||||
cell.data.Part.reserved = ALL_DISTRICT;
|
||||
cell.SetNoCreate();
|
||||
|
||||
std::list<Creature*> pList;
|
||||
|
||||
FriendlyMissingBuffInRange u_check(m_creature, range, spellid);
|
||||
MaNGOS::CreatureListSearcher<FriendlyMissingBuffInRange> searcher(pList, u_check);
|
||||
|
||||
TypeContainerVisitor<MaNGOS::CreatureListSearcher<FriendlyMissingBuffInRange>, GridTypeMapContainer > grid_creature_searcher(searcher);
|
||||
|
||||
CellLock<GridReadGuard> cell_lock(cell, p);
|
||||
cell_lock->Visit(cell_lock, grid_creature_searcher, *(m_creature->GetMap()));
|
||||
|
||||
return pList;
|
||||
}
|
||||
|
||||
void Scripted_NoMovementAI::MoveInLineOfSight(Unit *who)
|
||||
{
|
||||
if( !m_creature->getVictim() && who->isTargetableForAttack() && ( m_creature->IsHostileTo( who )) && who->isInAccessablePlaceFor(m_creature) )
|
||||
{
|
||||
if (m_creature->GetDistanceZ(who) > CREATURE_Z_ATTACK_RANGE)
|
||||
return;
|
||||
|
||||
float attackRadius = m_creature->GetAttackDistance(who);
|
||||
if( m_creature->IsWithinDistInMap(who, attackRadius) && m_creature->IsWithinLOSInMap(who) )
|
||||
{
|
||||
DoStartAttackNoMovement(who);
|
||||
who->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH);
|
||||
|
||||
if (!InCombat)
|
||||
{
|
||||
Aggro(who);
|
||||
InCombat = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Scripted_NoMovementAI::AttackStart(Unit* who)
|
||||
{
|
||||
if (!who)
|
||||
return;
|
||||
|
||||
if (who->isTargetableForAttack())
|
||||
{
|
||||
//Begin attack
|
||||
DoStartAttackNoMovement(who);
|
||||
|
||||
if (!InCombat)
|
||||
{
|
||||
Aggro(who);
|
||||
InCombat = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user