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*Rename some ai functions.
--HG-- branch : trunk
This commit is contained in:
211
src/game/CombatAI.cpp
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211
src/game/CombatAI.cpp
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/*
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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*
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* Copyright (C) 2008-2009 Trinity <http://www.trinitycore.org/>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "CombatAI.h"
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#include "SpellMgr.h"
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int AggressorAI::Permissible(const Creature *creature)
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{
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// have some hostile factions, it will be selected by IsHostileTo check at MoveInLineOfSight
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if( !creature->isCivilian() && !creature->IsNeutralToAll() )
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return PERMIT_BASE_PROACTIVE;
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return PERMIT_BASE_NO;
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}
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void AggressorAI::UpdateAI(const uint32 /*diff*/)
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{
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if(!UpdateVictim())
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return;
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DoMeleeAttackIfReady();
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}
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int CombatAI::Permissible(const Creature *creature)
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{
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return PERMIT_BASE_NO;
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}
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void CombatAI::InitializeAI()
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{
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for(uint32 i = 0; i < CREATURE_MAX_SPELLS; ++i)
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if(me->m_spells[i] && GetSpellStore()->LookupEntry(me->m_spells[i]))
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spells.push_back(me->m_spells[i]);
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CreatureAI::InitializeAI();
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}
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void CombatAI::Reset()
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{
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events.Reset();
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}
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void CombatAI::JustDied(Unit *killer)
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{
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for(SpellVct::iterator i = spells.begin(); i != spells.end(); ++i)
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if(AISpellInfo[*i].condition == AICOND_DIE)
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me->CastSpell(killer, *i, true);
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}
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void CombatAI::EnterCombat(Unit *who)
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{
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for(SpellVct::iterator i = spells.begin(); i != spells.end(); ++i)
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{
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if(AISpellInfo[*i].condition == AICOND_AGGRO)
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me->CastSpell(who, *i, false);
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else if(AISpellInfo[*i].condition == AICOND_COMBAT)
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events.ScheduleEvent(*i, AISpellInfo[*i].cooldown + rand()%AISpellInfo[*i].cooldown);
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}
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}
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void CombatAI::UpdateAI(const uint32 diff)
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{
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if(!UpdateVictim())
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return;
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events.Update(diff);
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if(me->hasUnitState(UNIT_STAT_CASTING))
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return;
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if(uint32 spellId = events.ExecuteEvent())
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{
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DoCast(spellId);
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events.ScheduleEvent(spellId, AISpellInfo[spellId].cooldown + rand()%AISpellInfo[spellId].cooldown);
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}
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else
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DoMeleeAttackIfReady();
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}
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/////////////////
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//CasterAI
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/////////////////
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void CasterAI::InitializeAI()
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{
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CombatAI::InitializeAI();
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float m_attackDist = 30.0f;
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for(SpellVct::iterator itr = spells.begin(); itr != spells.end(); ++itr)
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if (AISpellInfo[*itr].condition == AICOND_COMBAT && m_attackDist > GetAISpellInfo(*itr)->maxRange)
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m_attackDist = GetAISpellInfo(*itr)->maxRange;
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if (m_attackDist == 30.0f)
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m_attackDist = MELEE_RANGE;
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}
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void CasterAI::EnterCombat(Unit *who)
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{
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if (spells.empty())
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return;
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uint32 spell = rand()%spells.size();
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uint32 count = 0;
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for(SpellVct::iterator itr = spells.begin(); itr != spells.end(); ++itr, ++count)
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{
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if(AISpellInfo[*itr].condition == AICOND_AGGRO)
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me->CastSpell(who, *itr, false);
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else if (AISpellInfo[*itr].condition == AICOND_COMBAT)
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{
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uint32 cooldown = GetAISpellInfo(*itr)->realCooldown;
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if (count == spell)
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{
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DoCast(spells[spell]);
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cooldown += me->GetCurrentSpellCastTime(*itr);
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}
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events.ScheduleEvent(*itr, cooldown);
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}
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}
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}
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void CasterAI::UpdateAI(const uint32 diff)
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{
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if(!UpdateVictim())
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return;
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events.Update(diff);
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if(me->hasUnitState(UNIT_STAT_CASTING))
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return;
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if(uint32 spellId = events.ExecuteEvent())
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{
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DoCast(spellId);
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uint32 casttime = me->GetCurrentSpellCastTime(spellId);
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events.ScheduleEvent(spellId, (casttime ? casttime : 500) + GetAISpellInfo(spellId)->realCooldown);
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}
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}
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//////////////
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//ArchorAI
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//////////////
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ArchorAI::ArchorAI(Creature *c) : CreatureAI(c), m_canMelee(true)
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{
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assert(me->m_spells[0]);
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m_minRange = GetSpellMinRange(me->m_spells[0], false);
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m_maxRange = GetSpellMaxRange(me->m_spells[0], false);
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if(!m_minRange)
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m_minRange = MELEE_RANGE;
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}
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void ArchorAI::MoveInLineOfSight(Unit *who)
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{
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if(!me->getVictim() && me->canAttack(who)
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&& me->IsWithinCombatRange(who, m_maxRange)
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&& me->IsWithinLOSInMap(who))
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AttackStart(who);
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}
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void ArchorAI::AttackStart(Unit *who)
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{
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if(who->IsFlying() || !me->IsWithinCombatRange(who, m_minRange))
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{
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if(me->Attack(who, false))
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me->GetMotionMaster()->MoveIdle();
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}
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else if(m_canMelee)
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{
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if(me->Attack(who, true))
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me->GetMotionMaster()->MoveChase(who);
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}
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}
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void ArchorAI::UpdateAI(const uint32 diff)
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{
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if(!UpdateVictim())
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return;
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if(me->getVictim()->IsFlying() || !me->IsWithinCombatRange(me->getVictim(), m_minRange))
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{
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if(!DoSpellAttackIfReady(me->m_spells[0]))
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{
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if(HostilReference *ref = me->getThreatManager().getCurrentVictim())
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ref->removeReference();
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else // i do not know when this could happen
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EnterEvadeMode();
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}
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}
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else if(m_canMelee)
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DoMeleeAttackIfReady();
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else if(HostilReference *ref = me->getThreatManager().getCurrentVictim())
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ref->removeReference();
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}
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