Files
TrinityCore2/src/bindings/scripts/include/sc_creature.cpp
T
megamage 46dec5a819 *Fix arcane charge.
*SetInCombatWith in dozoneincombat.

--HG--
branch : trunk
2008-11-24 15:15:09 -06:00

831 lines
27 KiB
C++

/* Copyright (C) 2008 Trinity <http://www.trinitycore.org/>
*
* Thanks to the original authors: ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
*
* 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"
// Spell summary for ScriptedAI::SelectSpell
struct TSpellSummary {
uint8 Targets; // set of enum SelectTarget
uint8 Effects; // set of enum SelectEffect
} *SpellSummary;
void SummonList::Despawn(Creature *summon)
{
uint64 guid = summon->GetGUID();
for(iterator i = begin(); i != end(); ++i)
{
if(*i == guid)
{
erase(i);
return;
}
}
}
void SummonList::DespawnEntry(uint32 entry)
{
for(iterator i = begin(); i != end(); ++i)
{
if(Creature *summon = (Creature*)Unit::GetUnit(*m_creature, *i))
{
if(summon->GetEntry() == entry)
{
summon->setDeathState(JUST_DIED);
summon->RemoveCorpse();
i = erase(i);
--i;
}
}
else
{
i = erase(i);
--i;
}
}
}
void SummonList::DespawnAll()
{
for(iterator i = begin(); i != end(); ++i)
{
if(Creature *summon = (Creature*)Unit::GetUnit(*m_creature, *i))
{
summon->setDeathState(JUST_DIED);
summon->RemoveCorpse();
}
}
clear();
}
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() && m_creature->canStartAttack(who))
AttackStart(who);
}
void ScriptedAI::AttackStart(Unit* who, bool melee)
{
if (!who)
return;
if (m_creature->Attack(who, melee))
{
m_creature->AddThreat(who, 0.0f);
m_creature->SetInCombatWith(who);
who->SetInCombatWith(m_creature);
if (!InCombat)
{
InCombat = true;
Aggro(who);
}
if(melee)
DoStartMovement(who);
else
DoStartNoMovement(who);
}
}
void ScriptedAI::AttackStart(Unit* who)
{
if (!who)
return;
if (m_creature->Attack(who, true))
{
m_creature->AddThreat(who, 0.0f);
m_creature->SetInCombatWith(who);
who->SetInCombatWith(m_creature);
if (!InCombat)
{
InCombat = true;
Aggro(who);
}
DoStartMovement(who);
}
}
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->IsWithinCombatDist(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::DoStartMovement(Unit* victim, float distance, float angle)
{
if (!victim)
return;
m_creature->GetMotionMaster()->MoveChase(victim, distance, angle);
}
void ScriptedAI::DoStartNoMovement(Unit* victim)
{
if (!victim)
return;
m_creature->GetMotionMaster()->MoveIdle();
m_creature->StopMoving();
}
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->IsWithinCombatDist(m_creature->getVictim(), ATTACK_DISTANCE))
{
m_creature->AttackerStateUpdate(m_creature->getVictim());
m_creature->resetAttackTimer();
}
}
if (m_creature->haveOffhandWeapon() && m_creature->isAttackReady(OFF_ATTACK) && !m_creature->IsNonMeleeSpellCasted(false))
{
//If we are within range melee the target
if (m_creature->IsWithinCombatDist(m_creature->getVictim(), ATTACK_DISTANCE))
{
m_creature->AttackerStateUpdate(m_creature->getVictim(), OFF_ATTACK);
m_creature->resetAttackTimer(OFF_ATTACK);
}
}
}
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<HostilReference*>& m_threatlist = m_creature->getThreatManager().getThreatList();
std::list<HostilReference*>::iterator i = m_threatlist.begin();
std::list<HostilReference*>::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;
}
struct TargetDistanceOrder : public std::binary_function<const Unit, const Unit, bool>
{
const Unit* me;
TargetDistanceOrder(const Unit* Target) : me(Target) {};
// functor for operator ">"
bool operator()(const Unit* _Left, const Unit* _Right) const
{
return (me->GetDistance(_Left) < me->GetDistance(_Right));
}
};
Unit* ScriptedAI::SelectUnit(SelectAggroTarget targetType, uint32 position, float dist, bool playerOnly)
{
if(targetType == SELECT_TARGET_NEAREST || targetType == SELECT_TARGET_FARTHEST)
{
std::list<HostilReference*> &m_threatlist = m_creature->getThreatManager().getThreatList();
if(m_threatlist.empty()) return NULL;
std::list<Unit*> targetList;
std::list<HostilReference*>::iterator itr = m_threatlist.begin();
for(; itr!= m_threatlist.end(); ++itr)
{
Unit *target = Unit::GetUnit(*m_creature, (*itr)->getUnitGuid());
if(!target
|| playerOnly && target->GetTypeId() != TYPEID_PLAYER
|| dist && !m_creature->IsWithinDistInMap(target, dist))
{
continue;
}
targetList.push_back(target);
}
if(position >= targetList.size())
return NULL;
targetList.sort(TargetDistanceOrder(m_creature));
if(targetType == SELECT_TARGET_NEAREST)
{
std::list<Unit*>::iterator i = targetList.begin();
advance(i, position);
return *i;
}
else
{
std::list<Unit*>::reverse_iterator i = targetList.rbegin();
advance(i, position);
return *i;
}
}
else
{
std::list<HostilReference*> m_threatlist = m_creature->getThreatManager().getThreatList();
std::list<HostilReference*>::iterator i;
Unit *target;
while(position < m_threatlist.size())
{
if(targetType == SELECT_TARGET_BOTTOMAGGRO)
{
i = m_threatlist.end();
advance(i, - (int32)position - 1);
}
else
{
i = m_threatlist.begin();
if(targetType == SELECT_TARGET_TOPAGGRO)
advance(i, position);
else // random
advance(i, position + rand()%(m_threatlist.size() - position));
}
target = Unit::GetUnit(*m_creature,(*i)->getUnitGuid());
if(!target
|| playerOnly && target->GetTypeId() != TYPEID_PLAYER
|| dist && !m_creature->IsWithinDistInMap(target, dist))
{
m_threatlist.erase(i);
}
else
{
return target;
}
}
}
return NULL;
}
void ScriptedAI::SelectUnitList(std::list<Unit*> &targetList, uint32 num, SelectAggroTarget targetType, float dist, bool playerOnly)
{
if(targetType == SELECT_TARGET_NEAREST || targetType == SELECT_TARGET_FARTHEST)
{
std::list<HostilReference*> &m_threatlist = m_creature->getThreatManager().getThreatList();
if(m_threatlist.empty()) return;
std::list<HostilReference*>::iterator itr = m_threatlist.begin();
for(; itr!= m_threatlist.end(); ++itr)
{
Unit *target = Unit::GetUnit(*m_creature, (*itr)->getUnitGuid());
if(!target
|| playerOnly && target->GetTypeId() != TYPEID_PLAYER
|| dist && !m_creature->IsWithinDistInMap(target, dist))
{
continue;
}
targetList.push_back(target);
}
targetList.sort(TargetDistanceOrder(m_creature));
targetList.resize(num);
if(targetType == SELECT_TARGET_FARTHEST)
targetList.reverse();
}
else
{
std::list<HostilReference*> m_threatlist = m_creature->getThreatManager().getThreatList();
std::list<HostilReference*>::iterator i;
Unit *target;
while(m_threatlist.size())
{
if(targetType == SELECT_TARGET_BOTTOMAGGRO)
{
i = m_threatlist.end();
--i;
}
else
{
i = m_threatlist.begin();
if(targetType == SELECT_TARGET_RANDOM)
advance(i, rand()%m_threatlist.size());
}
target = Unit::GetUnit(*m_creature,(*i)->getUnitGuid());
m_threatlist.erase(i);
if(!target
|| playerOnly && target->GetTypeId() != TYPEID_PLAYER
|| dist && !m_creature->IsWithinDistInMap(target, dist))
{
continue;
}
targetList.push_back(target);
}
}
}
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;
}
Map::PlayerList const &PlayerList = map->GetPlayers();
for(Map::PlayerList::const_iterator i = PlayerList.begin(); i != PlayerList.end(); ++i)
{
if (Player* i_pl = i->getSource())
if (!i_pl->isAlive())
{
pUnit->SetInCombatWith(i_pl);
i_pl->SetInCombatWith(pUnit);
pUnit->AddThreat(i_pl, 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);
}
void ScriptedAI::DoTeleportAll(float x, float y, float z, float o)
{
Map *map = m_creature->GetMap();
if (!map->IsDungeon())
return;
Map::PlayerList const &PlayerList = map->GetPlayers();
for(Map::PlayerList::const_iterator i = PlayerList.begin(); i != PlayerList.end(); ++i)
if (Player* i_pl = i->getSource())
if (!i_pl->isAlive())
i_pl->TeleportTo(m_creature->GetMapId(), x, y, z, o, TELE_TO_NOT_LEAVE_COMBAT);
}
Unit* ScriptedAI::DoSelectLowestHpFriendly(float range, uint32 MinHPDiff)
{
CellPair p(Trinity::ComputeCellPair(m_creature->GetPositionX(), m_creature->GetPositionY()));
Cell cell(p);
cell.data.Part.reserved = ALL_DISTRICT;
cell.SetNoCreate();
Unit* pUnit = NULL;
Trinity::MostHPMissingInRange u_check(m_creature, range, MinHPDiff);
Trinity::UnitLastSearcher<Trinity::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<Trinity::UnitLastSearcher<Trinity::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(Trinity::ComputeCellPair(m_creature->GetPositionX(), m_creature->GetPositionY()));
Cell cell(p);
cell.data.Part.reserved = ALL_DISTRICT;
cell.SetNoCreate();
std::list<Creature*> pList;
Trinity::FriendlyCCedInRange u_check(m_creature, range);
Trinity::CreatureListSearcher<Trinity::FriendlyCCedInRange> searcher(pList, u_check);
TypeContainerVisitor<Trinity::CreatureListSearcher<Trinity::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(Trinity::ComputeCellPair(m_creature->GetPositionX(), m_creature->GetPositionY()));
Cell cell(p);
cell.data.Part.reserved = ALL_DISTRICT;
cell.SetNoCreate();
std::list<Creature*> pList;
Trinity::FriendlyMissingBuffInRange u_check(m_creature, range, spellid);
Trinity::CreatureListSearcher<Trinity::FriendlyMissingBuffInRange> searcher(pList, u_check);
TypeContainerVisitor<Trinity::CreatureListSearcher<Trinity::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() && m_creature->canAttack(who) && ( m_creature->IsHostileTo( who )) && who->isInAccessiblePlaceFor(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) )
{
who->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH);
AttackStart(who);
}
}
}
void Scripted_NoMovementAI::AttackStart(Unit* who)
{
if (!who)
return;
if (m_creature->Attack(who, true))
{
m_creature->AddThreat(who, 0.0f);
m_creature->SetInCombatWith(who);
who->SetInCombatWith(m_creature);
if (!InCombat)
{
InCombat = true;
Aggro(who);
}
DoStartNoMovement(who);
}
}