Core/SAI: Spell casts that cannot be executed because the unit is currently casting another spell will be retried asap with priority over other events (#25238)

* Core/SAI: Spell casts that cannot be executed because the unit is currently casting another spell will be retried asap with priority over other events

* Core/SAI: Re-sort the events only when needed

* Fix some priority reset and wrong mEventSortingRequired handling

* Code cleanup.
Sort only events loaded from db (not stored events, not timed action list).

* Code cleanup.
Raise priority of failed casts so they are retried before other spells

* Keep priority of the action fails and is rescheduled on next update

* Don't try recasting a spell in SMART_ACTION_CAST if there are multiple targets and at least 1 was successful

(cherry picked from commit ca25e8d019)
This commit is contained in:
Giacomo Pozzoni
2020-08-16 16:50:04 +02:00
committed by Shauren
parent 2d1a1d8ac3
commit f2ee365da4
3 changed files with 68 additions and 3 deletions

View File

@@ -61,6 +61,8 @@ SmartScript::SmartScript()
mTemplate = SMARTAI_TEMPLATE_BASIC;
mScriptType = SMART_SCRIPT_TYPE_CREATURE;
isProcessingTimedActionList = false;
mCurrentPriority = 0;
mEventSortingRequired = false;
}
SmartScript::~SmartScript()
@@ -186,6 +188,12 @@ void SmartScript::OnReset()
InitTimer(event);
event.runOnce = false;
}
if (event.priority != SmartScriptHolder::DEFAULT_PRIORITY)
{
event.priority = SmartScriptHolder::DEFAULT_PRIORITY;
mEventSortingRequired = true;
}
}
ProcessEventsFor(SMART_EVENT_RESET);
mLastInvoker.Clear();
@@ -541,6 +549,8 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
if (e.action.cast.targetsLimit > 0 && targets.size() > e.action.cast.targetsLimit)
Trinity::Containers::RandomResize(targets, e.action.cast.targetsLimit);
bool failedSpellCast = false, successfulSpellCast = false;
for (WorldObject* target : targets)
{
// may be nullptr
@@ -576,7 +586,9 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
}
if (spellCastFailed)
RecalcTimer(e, 500, 500);
failedSpellCast = true;
else
successfulSpellCast = true;
}
else if (go)
go->CastSpell(target->ToUnit(), e.action.cast.spell, triggerFlag);
@@ -587,6 +599,10 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
else
TC_LOG_DEBUG("scripts.ai", "Spell %u not cast because it has flag SMARTCAST_AURA_NOT_PRESENT and the target (%s) already has the aura", e.action.cast.spell, target->GetGUID().ToString().c_str());
}
// If there is at least 1 failed cast and no successful casts at all, retry again on next loop
if (failedSpellCast && !successfulSpellCast)
RaisePriority(e);
break;
}
case SMART_ACTION_SELF_CAST:
@@ -3754,7 +3770,7 @@ void SmartScript::UpdateTimer(SmartScriptHolder& e, uint32 const diff)
{
if (me && me->HasUnitState(UNIT_STATE_CASTING))
{
e.timer = 1;
RaisePriority(e);
return;
}
}
@@ -3771,6 +3787,7 @@ void SmartScript::UpdateTimer(SmartScriptHolder& e, uint32 const diff)
}
e.active = true;//activate events with cooldown
switch (e.GetEventType())//process ONLY timed events
{
case SMART_EVENT_UPDATE:
@@ -3814,6 +3831,18 @@ void SmartScript::UpdateTimer(SmartScriptHolder& e, uint32 const diff)
break;
}
}
if (e.priority != SmartScriptHolder::DEFAULT_PRIORITY)
{
// Reset priority to default one only if the event hasn't been rescheduled again to next loop
if (e.timer > 1)
{
// Re-sort events if this was moved to the top of the queue
mEventSortingRequired = true;
// Reset priority to default one
e.priority = SmartScriptHolder::DEFAULT_PRIORITY;
}
}
}
else
e.timer -= diff;
@@ -3922,6 +3951,12 @@ void SmartScript::OnUpdate(uint32 const diff)
InstallEvents();//before UpdateTimers
if (mEventSortingRequired)
{
SortEvents(mEvents);
mEventSortingRequired = false;
}
for (SmartScriptHolder& mEvent : mEvents)
UpdateTimer(mEvent, diff);
@@ -3979,6 +4014,22 @@ void SmartScript::OnUpdate(uint32 const diff)
}
}
void SmartScript::SortEvents(SmartAIEventList& events)
{
std::sort(events.begin(), events.end());
}
void SmartScript::RaisePriority(SmartScriptHolder& e)
{
e.timer = 1;
// Change priority only if it's set to default, otherwise keep the current order of events
if (e.priority == SmartScriptHolder::DEFAULT_PRIORITY)
{
e.priority = mCurrentPriority++;
mEventSortingRequired = true;
}
}
void SmartScript::FillScript(SmartAIEventList e, WorldObject* obj, AreaTriggerEntry const* at, SceneTemplate const* scene, Quest const* quest)
{
if (e.empty())

View File

@@ -105,6 +105,9 @@ class TC_GAME_API SmartScript
void SetPhase(uint32 p);
bool IsInPhase(uint32 p) const;
void SortEvents(SmartAIEventList& events);
void RaisePriority(SmartScriptHolder& e);
SmartAIEventList mEvents;
SmartAIEventList mInstallEvents;
SmartAIEventList mTimedActionList;
@@ -130,6 +133,8 @@ class TC_GAME_API SmartScript
uint32 mLastTextID;
uint32 mTalkerEntry;
bool mUseTextTimer;
uint32 mCurrentPriority;
bool mEventSortingRequired;
ObjectVectorMap _storedTargets;

View File

@@ -21,6 +21,7 @@
#include "Define.h"
#include "ObjectGuid.h"
#include "WaypointDefines.h"
#include <limits>
#include <map>
#include <string>
#include <unordered_map>
@@ -1623,7 +1624,7 @@ enum SmartCastFlags
struct SmartScriptHolder
{
SmartScriptHolder() : entryOrGuid(0), source_type(SMART_SCRIPT_TYPE_CREATURE)
, event_id(0), link(0), event(), action(), target(), timer(0), active(false), runOnce(false)
, event_id(0), link(0), event(), action(), target(), timer(0), priority(DEFAULT_PRIORITY), active(false), runOnce(false)
, enableTimed(false) { }
int64 entryOrGuid;
@@ -1641,11 +1642,19 @@ struct SmartScriptHolder
uint32 GetTargetType() const { return (uint32)target.type; }
uint32 timer;
uint32 priority;
bool active;
bool runOnce;
bool enableTimed;
operator bool() const { return entryOrGuid != 0; }
// Default comparision operator using priority field as first ordering field
bool operator<(SmartScriptHolder const& other) const
{
return std::tie(priority, entryOrGuid, source_type, event_id, link) < std::tie(other.priority, other.entryOrGuid, other.source_type, other.event_id, other.link);
}
static constexpr uint32 DEFAULT_PRIORITY = std::numeric_limits<uint32>::max();
};
typedef std::vector<WorldObject*> ObjectVector;