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https://github.com/TrinityCore/TrinityCore.git
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* Changes include: - Implementation of w12x's Outdoor PvP and Game Event Systems. - Temporary removal of IRC Chat Bot (until infinite loop when disabled is fixed). - All mangos -> trinity (to convert your mangos_string table, please run mangos_string_to_trinity_string.sql). - Improved Config cleanup. - And many more changes. --HG-- branch : trunk
355 lines
11 KiB
C++
355 lines
11 KiB
C++
/*
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* Copyright (C) 2008 Trinity <http://www.trinitycore.org/>
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*
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* Thanks to the original authors: MaNGOS <http://www.mangosproject.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 "PetAI.h"
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#include "Errors.h"
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#include "Pet.h"
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#include "Player.h"
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#include "Database/DBCStores.h"
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#include "Spell.h"
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#include "ObjectAccessor.h"
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#include "SpellMgr.h"
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#include "Creature.h"
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#include "World.h"
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#include "Util.h"
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int PetAI::Permissible(const Creature *creature)
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{
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if( creature->isPet())
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return PERMIT_BASE_SPECIAL;
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return PERMIT_BASE_NO;
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}
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PetAI::PetAI(Creature &c) : i_pet(c), i_victimGuid(0), i_tracker(TIME_INTERVAL_LOOK)
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{
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m_AllySet.clear();
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UpdateAllies();
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}
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void PetAI::MoveInLineOfSight(Unit *u)
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{
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if( !i_pet.getVictim() && i_pet.GetCharmInfo() &&
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i_pet.GetCharmInfo()->HasReactState(REACT_AGGRESSIVE) &&
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u->isTargetableForAttack() && i_pet.IsHostileTo( u ) &&
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u->isInAccessablePlaceFor(&i_pet))
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{
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float attackRadius = i_pet.GetAttackDistance(u);
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if(i_pet.IsWithinDistInMap(u, attackRadius) && i_pet.GetDistanceZ(u) <= CREATURE_Z_ATTACK_RANGE)
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{
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if(i_pet.IsWithinLOSInMap(u))
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{
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AttackStart(u);
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u->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH);
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}
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}
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}
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}
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void PetAI::AttackStart(Unit *u)
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{
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if( i_pet.getVictim() || !u || i_pet.isPet() && ((Pet&)i_pet).getPetType()==MINI_PET )
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return;
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if(i_pet.Attack(u,true))
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{
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i_pet.clearUnitState(UNIT_STAT_FOLLOW);
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// TMGs call CreatureRelocation which via MoveInLineOfSight can call this function
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// thus with the following clear the original TMG gets invalidated and crash, doh
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// hope it doesn't start to leak memory without this :-/
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//i_pet->Clear();
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i_victimGuid = u->GetGUID();
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i_pet.GetMotionMaster()->MoveChase(u);
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}
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}
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void PetAI::EnterEvadeMode()
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{
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}
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bool PetAI::IsVisible(Unit *pl) const
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{
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return _isVisible(pl);
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}
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bool PetAI::_needToStop() const
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{
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if(!i_pet.getVictim() || !i_pet.isAlive())
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return true;
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// This is needed for charmed creatures, as once their target was reset other effects can trigger threat
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if(i_pet.isCharmed() && i_pet.getVictim() == i_pet.GetCharmer())
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return true;
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return !i_pet.getVictim()->isTargetableForAttack();
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}
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void PetAI::_stopAttack()
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{
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if( !i_victimGuid )
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return;
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Unit* victim = ObjectAccessor::GetUnit(i_pet, i_victimGuid );
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if ( !victim )
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return;
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assert(!i_pet.getVictim() || i_pet.getVictim() == victim);
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if( !i_pet.isAlive() )
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{
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DEBUG_LOG("Creature stoped attacking cuz his dead [guid=%u]", i_pet.GetGUIDLow());
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i_pet.StopMoving();
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i_pet.GetMotionMaster()->Clear();
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i_pet.GetMotionMaster()->MoveIdle();
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i_victimGuid = 0;
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i_pet.CombatStop();
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i_pet.getHostilRefManager().deleteReferences();
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return;
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}
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else if( !victim )
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{
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DEBUG_LOG("Creature stopped attacking because victim is non exist [guid=%u]", i_pet.GetGUIDLow());
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}
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else if( !victim->isAlive() )
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{
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DEBUG_LOG("Creature stopped attacking cuz his victim is dead [guid=%u]", i_pet.GetGUIDLow());
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}
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else if( victim->HasStealthAura() )
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{
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DEBUG_LOG("Creature stopped attacking cuz his victim is stealth [guid=%u]", i_pet.GetGUIDLow());
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}
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else if( victim->isInFlight() )
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{
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DEBUG_LOG("Creature stopped attacking cuz his victim is fly away [guid=%u]", i_pet.GetGUIDLow());
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}
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else
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{
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DEBUG_LOG("Creature stopped attacking due to target out run him [guid=%u]", i_pet.GetGUIDLow());
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}
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Unit* owner = i_pet.GetCharmerOrOwner();
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if(owner && i_pet.GetCharmInfo() && i_pet.GetCharmInfo()->HasCommandState(COMMAND_FOLLOW))
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{
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i_pet.GetMotionMaster()->MoveFollow(owner,PET_FOLLOW_DIST,PET_FOLLOW_ANGLE);
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}
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else
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{
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i_pet.clearUnitState(UNIT_STAT_FOLLOW);
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i_pet.GetMotionMaster()->Clear();
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i_pet.GetMotionMaster()->MoveIdle();
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}
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i_victimGuid = 0;
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i_pet.AttackStop();
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}
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void PetAI::UpdateAI(const uint32 diff)
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{
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// update i_victimGuid if i_pet.getVictim() !=0 and changed
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if(i_pet.getVictim())
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i_victimGuid = i_pet.getVictim()->GetGUID();
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Unit* owner = i_pet.GetCharmerOrOwner();
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if(m_updateAlliesTimer <= diff)
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// UpdateAllies self set update timer
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UpdateAllies();
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else
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m_updateAlliesTimer -= diff;
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// i_pet.getVictim() can't be used for check in case stop fighting, i_pet.getVictim() clear at Unit death etc.
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if( i_victimGuid )
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{
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if( _needToStop() )
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{
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DEBUG_LOG("Pet AI stoped attacking [guid=%u]", i_pet.GetGUIDLow());
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_stopAttack(); // i_victimGuid == 0 && i_pet.getVictim() == NULL now
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return;
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}
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else if( i_pet.IsStopped() || i_pet.IsWithinDistInMap(i_pet.getVictim(), ATTACK_DISTANCE))
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{
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// required to be stopped cases
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if ( i_pet.IsStopped() && i_pet.IsNonMeleeSpellCasted(false) )
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{
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if( i_pet.hasUnitState(UNIT_STAT_FOLLOW) )
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i_pet.InterruptNonMeleeSpells(false);
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else
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return;
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}
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// not required to be stopped case
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else if( i_pet.isAttackReady() && i_pet.canReachWithAttack(i_pet.getVictim()) )
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{
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i_pet.AttackerStateUpdate(i_pet.getVictim());
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i_pet.resetAttackTimer();
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if ( !i_pet.getVictim() )
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return;
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//if pet misses its target, it will also be the first in threat list
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i_pet.getVictim()->AddThreat(&i_pet,0.0f);
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if( _needToStop() )
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_stopAttack();
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}
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}
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}
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else if(owner && i_pet.GetCharmInfo())
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{
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if(owner->isInCombat() && !(i_pet.GetCharmInfo()->HasReactState(REACT_PASSIVE) || i_pet.GetCharmInfo()->HasCommandState(COMMAND_STAY)))
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{
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AttackStart(owner->getAttackerForHelper());
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}
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else if(i_pet.GetCharmInfo()->HasCommandState(COMMAND_FOLLOW))
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{
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if (!i_pet.hasUnitState(UNIT_STAT_FOLLOW) )
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{
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i_pet.GetMotionMaster()->MoveFollow(owner,PET_FOLLOW_DIST,PET_FOLLOW_ANGLE);
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}
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}
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}
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//Autocast
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HM_NAMESPACE::hash_map<uint32, Unit*> targetMap;
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targetMap.clear();
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SpellCastTargets NULLtargets;
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for (uint8 i = 0; i < i_pet.GetPetAutoSpellSize(); i++)
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{
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uint32 spellID = i_pet.GetPetAutoSpellOnPos(i);
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if (!spellID)
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continue;
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SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellID);
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if (!spellInfo)
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continue;
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Spell *spell = new Spell(&i_pet, spellInfo, false, 0);
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if(!IsPositiveSpell(spellInfo->Id) && i_pet.getVictim() && !_needToStop() && !i_pet.hasUnitState(UNIT_STAT_FOLLOW) && spell->CanAutoCast(i_pet.getVictim()))
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targetMap[spellID] = i_pet.getVictim();
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else
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{
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spell->m_targets = NULLtargets;
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for(std::set<uint64>::iterator tar = m_AllySet.begin(); tar != m_AllySet.end(); ++tar)
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{
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Unit* Target = ObjectAccessor::GetUnit(i_pet,*tar);
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//only buff targets that are in combat, unless the spell can only be cast while out of combat
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if(!Target || (!Target->isInCombat() && !IsNonCombatSpell(spellInfo)))
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continue;
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if(spell->CanAutoCast(Target))
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targetMap[spellID] = Target;
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}
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}
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delete spell;
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}
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//found units to cast on to
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if(!targetMap.empty())
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{
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uint32 index = urand(1, targetMap.size());
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HM_NAMESPACE::hash_map<uint32, Unit*>::iterator itr;
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uint32 i;
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for(itr = targetMap.begin(), i = 1; i < index; ++itr, ++i);
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SpellEntry const *spellInfo = sSpellStore.LookupEntry(itr->first);
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Spell *spell = new Spell(&i_pet, spellInfo, false);
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SpellCastTargets targets;
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targets.setUnitTarget( itr->second );
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if(!i_pet.HasInArc(M_PI, itr->second))
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{
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i_pet.SetInFront(itr->second);
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if( itr->second->GetTypeId() == TYPEID_PLAYER )
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i_pet.SendUpdateToPlayer( (Player*)itr->second );
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if(owner && owner->GetTypeId() == TYPEID_PLAYER)
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i_pet.SendUpdateToPlayer( (Player*)owner );
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}
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i_pet.AddCreatureSpellCooldown(itr->first);
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if(i_pet.isPet())
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((Pet*)&i_pet)->CheckLearning(itr->first);
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spell->prepare(&targets);
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}
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targetMap.clear();
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}
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bool PetAI::_isVisible(Unit *u) const
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{
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//return false; //( ((Creature*)&i_pet)->GetDistanceSq(u) * 1.0<= sWorld.getConfig(CONFIG_SIGHT_GUARDER) && !u->m_stealth && u->isAlive());
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return i_pet.GetDistance(u) < sWorld.getConfig(CONFIG_SIGHT_GUARDER)
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&& u->isVisibleForOrDetect(&i_pet,true);
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}
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void PetAI::UpdateAllies()
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{
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Unit* owner = i_pet.GetCharmerOrOwner();
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Group *pGroup = NULL;
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m_updateAlliesTimer = 10000; //update friendly targets every 10 seconds, lesser checks increase performance
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if(!owner)
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return;
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else if(owner->GetTypeId() == TYPEID_PLAYER)
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pGroup = ((Player*)owner)->GetGroup();
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//only pet and owner/not in group->ok
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if(m_AllySet.size() == 2 && !pGroup)
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return;
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//owner is in group; group members filled in already (no raid -> subgroupcount = whole count)
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if(pGroup && !pGroup->isRaidGroup() && m_AllySet.size() == (pGroup->GetMembersCount() + 2))
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return;
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m_AllySet.clear();
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m_AllySet.insert(i_pet.GetGUID());
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if(pGroup) //add group
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{
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for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
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{
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Player* Target = itr->getSource();
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if(!Target || !pGroup->SameSubGroup((Player*)owner, Target))
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continue;
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if(Target->GetGUID() == owner->GetGUID())
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continue;
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m_AllySet.insert(Target->GetGUID());
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}
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}
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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::AttackedBy(Unit *attacker)
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{
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//when attacked, fight back in case 1)no victim already AND 2)not set to passive AND 3)not set to stay, unless can it can reach attacker with melee attack anyway
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if(!i_pet.getVictim() && i_pet.GetCharmInfo() && !i_pet.GetCharmInfo()->HasReactState(REACT_PASSIVE) &&
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(!i_pet.GetCharmInfo()->HasCommandState(COMMAND_STAY) || i_pet.canReachWithAttack(attacker)))
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AttackStart(attacker);
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}
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