Scripts/Pets: Mirror Image re-write, because it's a colossal mess right now. (PR #19818)

(cherry picked from commit 03ef79f3d9)
This commit is contained in:
Treeston
2018-01-29 14:27:15 +01:00
committed by Shauren
parent f5ecb30413
commit 39dff738e1

View File

@@ -39,9 +39,7 @@ enum MageSpells
enum MirrorImageTimers
{
TIMER_MIRROR_IMAGE_INIT = 0,
TIMER_MIRROR_IMAGE_FROST_BOLT = 4000,
TIMER_MIRROR_IMAGE_FIRE_BLAST = 6000
TIMER_MIRROR_IMAGE_FIRE_BLAST = 6500
};
class npc_pet_mage_mirror_image : public CreatureScript
@@ -49,73 +47,14 @@ class npc_pet_mage_mirror_image : public CreatureScript
public:
npc_pet_mage_mirror_image() : CreatureScript("npc_pet_mage_mirror_image") { }
struct npc_pet_mage_mirror_imageAI : CasterAI
struct npc_pet_mage_mirror_imageAI : ScriptedAI
{
npc_pet_mage_mirror_imageAI(Creature* creature) : CasterAI(creature) { }
const float CHASE_DISTANCE = 35.0f;
void Init()
{
Unit* owner = me->GetCharmerOrOwner();
std::list<Unit*> targets;
Trinity::AnyUnfriendlyUnitInObjectRangeCheck u_check(me, me, 30.0f);
Trinity::UnitListSearcher<Trinity::AnyUnfriendlyUnitInObjectRangeCheck> searcher(me, targets, u_check);
Cell::VisitAllObjects(me, searcher, 40.0f);
Unit* highestThreatUnit = nullptr;
float highestThreat = 0.0f;
Unit* nearestPlayer = nullptr;
for (std::list<Unit*>::const_iterator iter = targets.begin(); iter != targets.end(); ++iter)
{
// Consider only units without CC
if (!(*iter)->HasBreakableByDamageCrowdControlAura((*iter)))
{
// Take first found unit
if (!highestThreatUnit && (*iter)->GetTypeId() != TYPEID_PLAYER)
{
highestThreatUnit = (*iter);
continue;
}
if (!nearestPlayer && ((*iter)->GetTypeId() == TYPEID_PLAYER))
{
nearestPlayer = (*iter);
continue;
}
// else compare best fit unit with current unit
float threat = (*iter)->GetThreatManager().GetThreat(owner);
// Check if best fit hostile unit hs lower threat than this current unit
if (highestThreat < threat)
{
// If so, update best fit unit
highestThreat = threat;
highestThreatUnit = (*iter);
}
// In case no unit with threat was found so far, always check for nearest unit (only for players)
if ((*iter)->GetTypeId() == TYPEID_PLAYER)
{
// If this player is closer than the previous one, update it
if (me->GetDistance((*iter)->GetPosition()) < me->GetDistance(nearestPlayer->GetPosition()))
nearestPlayer = (*iter);
}
}
}
// Prioritize units with threat referenced to owner
if (highestThreat > 0.0f && highestThreatUnit)
me->Attack(highestThreatUnit, false);
// If there is no such target, try to attack nearest hostile unit if such exists
else if (nearestPlayer)
me->Attack(nearestPlayer, false);
}
bool IsInThreatList(Unit* target)
{
Unit* owner = me->GetCharmerOrOwner();
return owner && target->IsThreatenedBy(owner);
}
npc_pet_mage_mirror_imageAI(Creature* creature) : ScriptedAI(creature) { }
void InitializeAI() override
{
CasterAI::InitializeAI();
Unit* owner = me->GetOwner();
if (!owner)
return;
@@ -123,81 +62,121 @@ class npc_pet_mage_mirror_image : public CreatureScript
// here mirror image casts on summoner spell (not present in client dbc) 49866
// here should be auras (not present in client dbc): 35657, 35658, 35659, 35660 selfcast by mirror images (stats related?)
// Clone Me!
owner->CastSpell(me, SPELL_MAGE_CLONE_ME, false);
owner->CastSpell(me, SPELL_MAGE_CLONE_ME, true);
}
void JustEngagedWith(Unit* who) override
// custom UpdateVictim implementation to handle special target selection
// we prioritize between things that are in combat with owner based on the owner's threat to them
bool UpdateVictim()
{
if (me->GetVictim() && !me->GetVictim()->HasBreakableByDamageCrowdControlAura(me))
Unit* owner = me->GetOwner();
if (!owner)
return false;
if (!me->HasUnitState(UNIT_STATE_CASTING) && !me->IsInCombat() && !owner->IsInCombat())
return false;
Unit* currentTarget = me->GetVictim();
if (currentTarget && !CanAIAttack(currentTarget))
{
me->CastSpell(who, SPELL_MAGE_FIRE_BLAST, false);
events.ScheduleEvent(SPELL_MAGE_FROST_BOLT, TIMER_MIRROR_IMAGE_INIT);
events.ScheduleEvent(SPELL_MAGE_FIRE_BLAST, TIMER_MIRROR_IMAGE_FIRE_BLAST);
me->InterruptNonMeleeSpells(true); // do not finish casting on invalid targets
me->AttackStop();
currentTarget = nullptr;
}
else
EnterEvadeMode(EVADE_REASON_OTHER);
}
void Reset() override
{
events.Reset();
// don't reselect if we're currently casting anyway
if (currentTarget && me->HasUnitState(UNIT_STATE_CASTING))
return true;
Unit* selectedTarget = nullptr;
CombatManager const& mgr = owner->GetCombatManager();
if (mgr.HasPvPCombat())
{ // select pvp target
float minDistance = 0.0f;
for (auto const& pair : mgr.GetPvPCombatRefs())
{
Unit* target = pair.second->GetOther(owner);
if (target->GetTypeId() != TYPEID_PLAYER)
continue;
if (!CanAIAttack(target))
continue;
float dist = owner->GetDistance(target);
if (!selectedTarget || dist < minDistance)
{
selectedTarget = target;
minDistance = dist;
}
}
}
if (!selectedTarget)
{ // select pve target
float maxThreat = 0.0f;
for (auto const& pair : mgr.GetPvECombatRefs())
{
Unit* target = pair.second->GetOther(owner);
if (!CanAIAttack(target))
continue;
float threat = target->GetThreatManager().GetThreat(owner);
if (threat >= maxThreat)
{
selectedTarget = target;
maxThreat = threat;
}
}
}
if (!selectedTarget)
{
EnterEvadeMode(EVADE_REASON_NO_HOSTILES);
return false;
}
if (selectedTarget != me->GetVictim())
AttackStartCaster(selectedTarget, CHASE_DISTANCE);
return true;
}
void UpdateAI(uint32 diff) override
{
Unit* owner = me->GetCharmerOrOwner();
Unit* owner = me->GetOwner();
if (!owner)
return;
Unit* target = owner->getAttackerForHelper();
events.Update(diff);
// prevent CC interrupts by images
if (me->GetVictim() && me->EnsureVictim()->HasBreakableByDamageCrowdControlAura(me))
{
me->InterruptNonMeleeSpells(false);
me->DespawnOrUnsummon();
return;
}
if (_fireBlastTimer)
{
if (_fireBlastTimer <= diff)
_fireBlastTimer = 0;
else
_fireBlastTimer -= diff;
}
if (!UpdateVictim())
return;
if (me->HasUnitState(UNIT_STATE_CASTING))
return;
// assign target if image doesnt have any or the target is not actual
if (!target || me->GetVictim() != target)
if (!_fireBlastTimer)
{
Unit* ownerTarget = nullptr;
if (Player* playerOwner = me->GetCharmerOrOwner()->ToPlayer())
ownerTarget = playerOwner->GetSelectedUnit();
// recognize which victim will be choosen
if (ownerTarget && ownerTarget->GetTypeId() == TYPEID_PLAYER)
{
if (!ownerTarget->HasBreakableByDamageCrowdControlAura(ownerTarget))
me->Attack(ownerTarget, false);
}
else if (ownerTarget && (ownerTarget->GetTypeId() != TYPEID_PLAYER) && IsInThreatList(ownerTarget))
{
if (!ownerTarget->HasBreakableByDamageCrowdControlAura(ownerTarget))
me->Attack(ownerTarget, false);
}
else
Init();
DoCastVictim(SPELL_MAGE_FIRE_BLAST);
_fireBlastTimer = TIMER_MIRROR_IMAGE_FIRE_BLAST;
}
else
DoCastVictim(SPELL_MAGE_FROST_BOLT);
}
if (uint32 spellId = events.ExecuteEvent())
{
if (spellId == SPELL_MAGE_FROST_BOLT)
{
events.ScheduleEvent(SPELL_MAGE_FROST_BOLT, TIMER_MIRROR_IMAGE_FROST_BOLT);
DoCastVictim(spellId);
}
else if (spellId == SPELL_MAGE_FIRE_BLAST)
{
DoCastVictim(spellId);
events.ScheduleEvent(SPELL_MAGE_FIRE_BLAST, TIMER_MIRROR_IMAGE_FIRE_BLAST);
}
}
bool CanAIAttack(Unit const* who) const override
{
Unit* owner = me->GetOwner();
return owner && who->IsAlive() &&
!who->HasBreakableByDamageCrowdControlAura() &&
who->IsInCombatWith(owner) && ScriptedAI::CanAIAttack(who);
}
// Do not reload Creature templates on evade mode enter - prevent visual lost
@@ -214,8 +193,9 @@ class npc_pet_mage_mirror_image : public CreatureScript
me->GetMotionMaster()->Clear(false);
me->GetMotionMaster()->MoveFollow(owner, PET_FOLLOW_DIST, me->GetFollowAngle(), MOTION_SLOT_ACTIVE);
}
Init();
}
uint32 _fireBlastTimer = 0;
};
CreatureAI* GetAI(Creature* creature) const override