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https://github.com/TrinityCore/TrinityCore.git
synced 2026-01-26 20:02:25 +01:00
*MrSmite's PetAI patch, plus Hawthorne's Instant Flight Paths (now with actual code! >_<)
--HG-- branch : trunk
This commit is contained in:
@@ -70,19 +70,10 @@ void PetAI::_stopAttack()
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return;
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}
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Unit* owner = m_creature->GetCharmerOrOwner();
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if(owner && m_creature->GetCharmInfo() && m_creature->GetCharmInfo()->HasCommandState(COMMAND_FOLLOW))
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{
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m_creature->GetMotionMaster()->MoveFollow(owner,PET_FOLLOW_DIST, m_creature->GetFollowAngle());
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}
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else
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{
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m_creature->clearUnitState(UNIT_STAT_FOLLOW);
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m_creature->GetMotionMaster()->Clear();
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m_creature->GetMotionMaster()->MoveIdle();
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}
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// MrSmite 09-05-2009 PetAI_v1.0
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m_creature->AttackStop();
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me->GetCharmInfo()->SetIsCommandAttack(false);
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HandleReturnMovement();
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}
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void PetAI::UpdateAI(const uint32 diff)
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@@ -109,10 +100,14 @@ void PetAI::UpdateAI(const uint32 diff)
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}
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else if(owner && m_creature->GetCharmInfo()) //no victim
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{
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if(owner->isInCombat() && !(m_creature->HasReactState(REACT_PASSIVE) || m_creature->GetCharmInfo()->HasCommandState(COMMAND_STAY)))
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AttackStart(owner->getAttackerForHelper());
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else if(m_creature->GetCharmInfo()->HasCommandState(COMMAND_FOLLOW) && !m_creature->hasUnitState(UNIT_STAT_FOLLOW))
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m_creature->GetMotionMaster()->MoveFollow(owner,PET_FOLLOW_DIST, m_creature->GetFollowAngle());
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// MrSmite 05-09-2009 PetAI_v1.0
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Unit *nextTarget = SelectNextTarget();
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if (nextTarget)
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AttackStart(nextTarget);
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else
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HandleReturnMovement();
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}
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else if (owner && !m_creature->hasUnitState(UNIT_STAT_FOLLOW)) // no charm info and no victim
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m_creature->GetMotionMaster()->MoveFollow(owner,PET_FOLLOW_DIST, m_creature->GetFollowAngle());
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@@ -170,7 +165,8 @@ void PetAI::UpdateAI(const uint32 diff)
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Spell *spell = new Spell(m_creature, spellInfo, false, 0);
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if (inCombat && !m_creature->hasUnitState(UNIT_STAT_FOLLOW) && spell->CanAutoCast(m_creature->getVictim()))
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// MrSmite 09-05-2009 PetAI_v1.0 - Fix to allow pets on STAY to autocast
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if (inCombat && _CanAttack(me->getVictim()) && spell->CanAutoCast(me->getVictim()))
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{
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targetSpellStore.push_back(std::make_pair<Unit*, Spell*>(m_creature->getVictim(), spell));
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continue;
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@@ -270,3 +266,205 @@ void PetAI::UpdateAllies()
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else //remove group
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m_AllySet.insert(owner->GetGUID());
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}
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void PetAI::KilledUnit(Unit *victim)
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{
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// MrSmite 09-09-2009 PetAI_v1.2
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// Called from Unit::Kill() in case where pet or owner kills something
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// if owner killed this victim, pet may still be attacking something else
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if (me->getVictim() && me->getVictim() != victim)
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return;
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// Clear target just in case. May help problem where health / focus / mana
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// regen gets stuck. Also resets attack command.
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_stopAttack();
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Unit *nextTarget = SelectNextTarget();
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if (nextTarget)
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AttackStart(nextTarget);
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else
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HandleReturnMovement(); // Return
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}
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void PetAI::AttackStart(Unit *target)
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{
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// MrSmite 09-05-2009 PetAI_v1.0
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// Overrides Unit::AttackStart to correctly evaluate Pet states
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// Check all pet states to decide if we can attack this target
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if (!_CanAttack(target))
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return;
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// We can attack, should we chase or not?
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if (me->GetCharmInfo()->HasCommandState(COMMAND_FOLLOW))
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DoAttack(target,true); // FOLLOW, attack with chase
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else
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{
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if (me->GetCharmInfo()->IsCommandAttack())
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DoAttack(target,true); // STAY or FOLLOW, player clicked "attack" so attack with chase
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else
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DoAttack(target,false); // STAY, target in range, attack not clicked so attack without chase
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}
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}
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Unit *PetAI::SelectNextTarget()
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{
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// MrSmite 09-05-2009 PetAI_v1.0
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// Provides next target selection after current target death
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// Passive pets don't do next target selection
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if (me->HasReactState(REACT_PASSIVE))
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return NULL;
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// Check pet's attackers first to prevent dragging mobs back
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// to owner
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if (me->getAttackerForHelper())
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return me->getAttackerForHelper();
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// Check owner's attackers if pet didn't have any
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if (me->GetCharmerOrOwner()->getAttackerForHelper())
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return me->GetCharmerOrOwner()->getAttackerForHelper();
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// Default
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return NULL;
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}
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void PetAI::HandleReturnMovement()
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{
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// MrSmite 09-05-2009 PetAI_v1.0
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// Handles moving the pet back to stay or owner
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if (me->GetCharmInfo()->HasCommandState(COMMAND_STAY))
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{
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if (!me->GetCharmInfo()->IsAtStay() && !me->GetCharmInfo()->IsReturning())
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{
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// Return to previous position where stay was clicked
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if (!me->GetCharmInfo()->IsCommandAttack())
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{
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float x,y,z;
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me->GetCharmInfo()->GetStayPosition(x, y, z);
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me->GetCharmInfo()->SetIsReturning(true);
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me->GetMotionMaster()->Clear();
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me->GetMotionMaster()->MovePoint(me->GetGUIDLow(),x,y,z);
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}
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}
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}
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else // COMMAND_FOLLOW
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{
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if (!me->GetCharmInfo()->IsFollowing() && !me->GetCharmInfo()->IsReturning())
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{
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if (!me->GetCharmInfo()->IsCommandAttack())
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{
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me->GetCharmInfo()->SetIsReturning(true);
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me->GetMotionMaster()->Clear();
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me->GetMotionMaster()->MoveFollow(me->GetCharmerOrOwner(), PET_FOLLOW_DIST, me->GetFollowAngle());
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}
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}
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}
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}
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void PetAI::DoAttack(Unit *target, bool chase)
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{
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// Handles attack with or without chase and also resets all
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// PetAI flags for next update / creature kill
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// me->GetCharmInfo()->SetIsCommandAttack(false);
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// The following conditions are true if chase == true
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// (Follow && (Aggressive || Defensive))
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// ((Stay || Follow) && (Passive && player clicked attack))
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if (chase)
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{
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if (me->Attack(target,true))
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{
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me->GetCharmInfo()->SetIsAtStay(false);
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me->GetCharmInfo()->SetIsFollowing(false);
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me->GetCharmInfo()->SetIsReturning(false);
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me->GetMotionMaster()->Clear();
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me->GetMotionMaster()->MoveChase(target);
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}
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}
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else // (Stay && ((Aggressive || Defensive) && In Melee Range)))
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{
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me->GetCharmInfo()->SetIsAtStay(true);
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me->GetCharmInfo()->SetIsFollowing(false);
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me->GetCharmInfo()->SetIsReturning(false);
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me->Attack(target,true);
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}
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}
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void PetAI::MovementInform(uint32 moveType, uint32 data)
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{
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// MrSmite 09-05-2009 PetAI_v1.0
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// Receives notification when pet reaches stay or follow owner
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switch (moveType)
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{
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case POINT_MOTION_TYPE:
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{
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// Pet is returning to where stay was clicked. data should be
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// pet's GUIDLow since we set that as the waypoint ID
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if (data == me->GetGUIDLow() && me->GetCharmInfo()->IsReturning())
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{
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me->GetCharmInfo()->SetIsAtStay(true);
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me->GetCharmInfo()->SetIsReturning(false);
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me->GetCharmInfo()->SetIsFollowing(false);
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me->GetCharmInfo()->SetIsCommandAttack(false);
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me->GetMotionMaster()->Clear();
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me->GetMotionMaster()->MoveIdle();
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}
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}
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break;
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case TARGETED_MOTION_TYPE:
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{
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// If data is owner's GUIDLow then we've reached follow point,
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// otherwise we're probably chasing a creature
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if (data == me->GetCharmerOrOwner()->GetGUIDLow() && me->GetCharmInfo()->IsReturning())
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{
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me->GetCharmInfo()->SetIsAtStay(false);
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me->GetCharmInfo()->SetIsReturning(false);
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me->GetCharmInfo()->SetIsFollowing(true);
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me->GetCharmInfo()->SetIsCommandAttack(false);
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me->addUnitState(UNIT_STAT_FOLLOW);
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}
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}
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break;
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default:
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break;
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}
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}
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bool PetAI::_CanAttack(Unit *target)
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{
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// Evaluates wether a pet can attack a specific
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// target based on CommandState, ReactState and other flags
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// Returning - check first since pets returning ignore attacks
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if (me->GetCharmInfo()->IsReturning())
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return false;
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// Passive - check now so we don't have to worry about passive in later checks
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if (me->HasReactState(REACT_PASSIVE))
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return me->GetCharmInfo()->IsCommandAttack();
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// From this point on, pet will always be either aggressive or defensive
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// Stay - can attack if target is within range or commanded to
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if (me->GetCharmInfo()->HasCommandState(COMMAND_STAY))
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return (me->IsWithinMeleeRange(target, MIN_MELEE_REACH) || me->GetCharmInfo()->IsCommandAttack());
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// Follow
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if (me->GetCharmInfo()->HasCommandState(COMMAND_FOLLOW))
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return true;
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// default, though we shouldn't ever get here
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return false;
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}
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