/* Copyright (C) 2006 - 2008 ScriptDev2 * This program is free software licensed under GPL version 2 * Please see the included DOCS/LICENSE.TXT for more information */ #include "precompiled.h" #include "Item.h" #include "Spell.h" #include "WorldPacket.h" // Spell summary for ScriptedAI::SelectSpell struct TSpellSummary { uint8 Targets; // set of enum SelectTarget uint8 Effects; // set of enum SelectEffect } *SpellSummary; bool ScriptedAI::IsVisible(Unit* who) const { if (!who) return false; return (m_creature->GetDistance(who) < VISIBLE_RANGE) && who->isVisibleForOrDetect(m_creature,true); } void ScriptedAI::MoveInLineOfSight(Unit *who) { if( !m_creature->getVictim() && who->isTargetableForAttack() && ( m_creature->IsHostileTo( who )) && who->isInAccessablePlaceFor(m_creature) ) { if (!m_creature->canFly() && 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) ) { DoStartAttackAndMovement(who); who->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH); if (!InCombat) { Aggro(who); InCombat = true; } } } } void ScriptedAI::AttackStart(Unit* who) { if (!who) return; if (who->isTargetableForAttack()) { //Begin attack DoStartAttackAndMovement(who); if (!InCombat) { Aggro(who); InCombat = true; } } } void ScriptedAI::UpdateAI(const uint32 diff) { //Check if we have a current target if( m_creature->isAlive() && m_creature->SelectHostilTarget() && m_creature->getVictim()) { if( m_creature->isAttackReady() ) { //If we are within range melee the target if( m_creature->IsWithinDistInMap(m_creature->getVictim(), ATTACK_DISTANCE)) { m_creature->AttackerStateUpdate(m_creature->getVictim()); m_creature->resetAttackTimer(); } } } } void ScriptedAI::EnterEvadeMode() { m_creature->InterruptNonMeleeSpells(true); m_creature->RemoveAllAuras(); m_creature->DeleteThreatList(); m_creature->CombatStop(); m_creature->LoadCreaturesAddon(); if( m_creature->isAlive() ) m_creature->GetMotionMaster()->MoveTargetedHome(); m_creature->SetLootRecipient(NULL); InCombat = false; Reset(); } void ScriptedAI::JustRespawned() { InCombat = false; Reset(); } void ScriptedAI::DoStartAttackAndMovement(Unit* victim, float distance, float angle) { if (!victim) return; if ( m_creature->Attack(victim, true) ) { m_creature->GetMotionMaster()->MoveChase(victim, distance, angle); m_creature->AddThreat(victim, 0.0f); } } void ScriptedAI::DoStartAttackNoMovement(Unit* victim) { if (!victim) return; if ( m_creature->Attack(victim, true) ) { m_creature->AddThreat(victim, 0.0f); } } void ScriptedAI::DoMeleeAttackIfReady() { //Make sure our attack is ready and we aren't currently casting before checking distance if( m_creature->isAttackReady() && !m_creature->IsNonMeleeSpellCasted(false)) { //If we are within range melee the target if( m_creature->IsWithinDistInMap(m_creature->getVictim(), ATTACK_DISTANCE)) { m_creature->AttackerStateUpdate(m_creature->getVictim()); m_creature->resetAttackTimer(); } } } void ScriptedAI::DoStopAttack() { if( m_creature->getVictim() != NULL ) { m_creature->AttackStop(); } } void ScriptedAI::DoCast(Unit* victim, uint32 spellId, bool triggered) { if (!victim || m_creature->IsNonMeleeSpellCasted(false)) return; m_creature->StopMoving(); m_creature->CastSpell(victim, spellId, triggered); } void ScriptedAI::DoCastSpell(Unit* who,SpellEntry const *spellInfo, bool triggered) { if (!who || m_creature->IsNonMeleeSpellCasted(false)) return; m_creature->StopMoving(); m_creature->CastSpell(who, spellInfo, triggered); } void ScriptedAI::DoSay(const char* text, uint32 language, Unit* target) { if (target)m_creature->Say(text, language, target->GetGUID()); else m_creature->Say(text, language, 0); } void ScriptedAI::DoYell(const char* text, uint32 language, Unit* target) { if (target)m_creature->Yell(text, language, target->GetGUID()); else m_creature->Yell(text, language, 0); } void ScriptedAI::DoTextEmote(const char* text, Unit* target, bool IsBossEmote) { if (target)m_creature->TextEmote(text, target->GetGUID(), IsBossEmote); else m_creature->TextEmote(text, 0, IsBossEmote); } void ScriptedAI::DoWhisper(const char* text, Unit* reciever, bool IsBossWhisper) { if (!reciever || reciever->GetTypeId() != TYPEID_PLAYER) return; m_creature->Whisper(text, reciever->GetGUID(), IsBossWhisper); } void ScriptedAI::DoPlaySoundToSet(Unit* unit, uint32 sound) { if (!unit) return; if (!GetSoundEntriesStore()->LookupEntry(sound)) { error_log("SD2: Invalid soundId %u used in DoPlaySoundToSet (by unit TypeId %u, guid %u)", sound, unit->GetTypeId(), unit->GetGUID()); return; } WorldPacket data(4); data.SetOpcode(SMSG_PLAY_SOUND); data << uint32(sound); unit->SendMessageToSet(&data,false); } Creature* ScriptedAI::DoSpawnCreature(uint32 id, float x, float y, float z, float angle, uint32 type, uint32 despawntime) { return m_creature->SummonCreature(id,m_creature->GetPositionX() + x,m_creature->GetPositionY() + y,m_creature->GetPositionZ() + z, angle, (TempSummonType)type, despawntime); } Unit* ScriptedAI::SelectUnit(SelectAggroTarget target, uint32 position) { //ThreatList m_threatlist; std::list& m_threatlist = m_creature->getThreatManager().getThreatList(); std::list::iterator i = m_threatlist.begin(); std::list::reverse_iterator r = m_threatlist.rbegin(); if (position >= m_threatlist.size() || !m_threatlist.size()) return NULL; switch (target) { case SELECT_TARGET_RANDOM: advance ( i , position + (rand() % (m_threatlist.size() - position ) )); return Unit::GetUnit((*m_creature),(*i)->getUnitGuid()); break; case SELECT_TARGET_TOPAGGRO: advance ( i , position); return Unit::GetUnit((*m_creature),(*i)->getUnitGuid()); break; case SELECT_TARGET_BOTTOMAGGRO: advance ( r , position); return Unit::GetUnit((*m_creature),(*r)->getUnitGuid()); break; } return NULL; } SpellEntry const* ScriptedAI::SelectSpell(Unit* Target, int32 School, int32 Mechanic, SelectTarget Targets, uint32 PowerCostMin, uint32 PowerCostMax, float RangeMin, float RangeMax, SelectEffect Effects) { //No target so we can't cast if (!Target) return false; //Silenced so we can't cast if (m_creature->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SILENCED)) return false; //Using the extended script system we first create a list of viable spells SpellEntry const* Spell[4]; Spell[0] = 0; Spell[1] = 0; Spell[2] = 0; Spell[3] = 0; uint32 SpellCount = 0; SpellEntry const* TempSpell; SpellRangeEntry const* TempRange; //Check if each spell is viable(set it to null if not) for (uint32 i = 0; i < 4; i++) { TempSpell = GetSpellStore()->LookupEntry(m_creature->m_spells[i]); //This spell doesn't exist if (!TempSpell) continue; // Targets and Effects checked first as most used restrictions //Check the spell targets if specified if ( Targets && !(SpellSummary[m_creature->m_spells[i]].Targets & (1 << (Targets-1))) ) continue; //Check the type of spell if we are looking for a specific spell type if ( Effects && !(SpellSummary[m_creature->m_spells[i]].Effects & (1 << (Effects-1))) ) continue; //Check for school if specified if (School >= 0 && TempSpell->SchoolMask & School) continue; //Check for spell mechanic if specified if (Mechanic >= 0 && TempSpell->Mechanic != Mechanic) continue; //Make sure that the spell uses the requested amount of power if (PowerCostMin && TempSpell->manaCost < PowerCostMin) continue; if (PowerCostMax && TempSpell->manaCost > PowerCostMax) continue; //Continue if we don't have the mana to actually cast this spell if (TempSpell->manaCost > m_creature->GetPower((Powers)TempSpell->powerType)) continue; //Get the Range TempRange = GetSpellRangeStore()->LookupEntry(TempSpell->rangeIndex); //Spell has invalid range store so we can't use it if (!TempRange) continue; //Check if the spell meets our range requirements if (RangeMin && TempRange->maxRange < RangeMin) continue; if (RangeMax && TempRange->maxRange > RangeMax) continue; //Check if our target is in range if (m_creature->IsWithinDistInMap(Target, TempRange->minRange) || !m_creature->IsWithinDistInMap(Target, TempRange->maxRange)) continue; //All good so lets add it to the spell list Spell[SpellCount] = TempSpell; SpellCount++; } //We got our usable spells so now lets randomly pick one if (!SpellCount) return NULL; return Spell[rand()%SpellCount]; } bool ScriptedAI::CanCast(Unit* Target, SpellEntry const *Spell, bool Triggered) { //No target so we can't cast if (!Target || !Spell) return false; //Silenced so we can't cast if (!Triggered && m_creature->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SILENCED)) return false; //Check for power if (!Triggered && m_creature->GetPower((Powers)Spell->powerType) < Spell->manaCost) return false; SpellRangeEntry const *TempRange = NULL; TempRange = GetSpellRangeStore()->LookupEntry(Spell->rangeIndex); //Spell has invalid range store so we can't use it if (!TempRange) return false; //Unit is out of range of this spell if (m_creature->GetDistance(Target) > TempRange->maxRange || m_creature->GetDistance(Target) < TempRange->minRange) return false; return true; } void FillSpellSummary() { SpellSummary = new TSpellSummary[GetSpellStore()->GetNumRows()]; SpellEntry const* TempSpell; 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 ) SpellSummary[i].Targets |= 1 << (SELECT_TARGET_SELF-1); //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& m_threatlist = m_creature->getThreatManager().getThreatList(); std::list::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 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, GridTypeMapContainer > grid_unit_searcher(searcher); CellLock cell_lock(cell, p); cell_lock->Visit(cell_lock, grid_unit_searcher, *(m_creature->GetMap())); return pUnit; } std::list 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 pList; FriendlyCCedInRange u_check(m_creature, range); MaNGOS::CreatureListSearcher searcher(pList, u_check); TypeContainerVisitor, GridTypeMapContainer > grid_creature_searcher(searcher); CellLock cell_lock(cell, p); cell_lock->Visit(cell_lock, grid_creature_searcher, *(m_creature->GetMap())); return pList; } std::list 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 pList; FriendlyMissingBuffInRange u_check(m_creature, range, spellid); MaNGOS::CreatureListSearcher searcher(pList, u_check); TypeContainerVisitor, GridTypeMapContainer > grid_creature_searcher(searcher); CellLock 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->canFly() && 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; } } }