mirror of
https://github.com/TrinityCore/TrinityCore.git
synced 2026-01-21 17:54:48 +01:00
741 lines
24 KiB
C++
741 lines
24 KiB
C++
/* Copyright (C) 2008-2010 Trinity <http://www.trinitycore.org/>
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*
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* Thanks to the original authors: ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
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*
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* This program is free software licensed under GPL version 2
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* Please see the included DOCS/LICENSE.TXT for more information */
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#include "ScriptedPch.h"
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#include "Item.h"
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#include "Spell.h"
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#include "ObjectMgr.h"
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#include "TemporarySummon.h"
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// Spell summary for ScriptedAI::SelectSpell
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struct TSpellSummary
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{
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uint8 Targets; // set of enum SelectTarget
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uint8 Effects; // set of enum SelectEffect
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} *SpellSummary;
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void SummonList::DoZoneInCombat(uint32 entry)
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{
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for (iterator i = begin(); i != end();)
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{
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Creature *summon = Unit::GetCreature(*me, *i);
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++i;
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if (summon && summon->IsAIEnabled
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&& (!entry || summon->GetEntry() == entry))
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summon->AI()->DoZoneInCombat();
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}
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}
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void SummonList::DoAction(uint32 entry, uint32 info)
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{
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for (iterator i = begin(); i != end();)
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{
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Creature *summon = Unit::GetCreature(*me, *i);
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++i;
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if (summon && summon->IsAIEnabled
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&& (!entry || summon->GetEntry() == entry))
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summon->AI()->DoAction(info);
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}
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}
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void SummonList::DespawnEntry(uint32 entry)
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{
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for (iterator i = begin(); i != end();)
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{
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Creature *summon = Unit::GetCreature(*me, *i);
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if (!summon)
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erase(i++);
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else if (summon->GetEntry() == entry)
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{
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erase(i++);
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summon->setDeathState(JUST_DIED);
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summon->RemoveCorpse();
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}
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else
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++i;
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}
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}
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void SummonList::DespawnAll()
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{
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while (!empty())
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{
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Creature *summon = Unit::GetCreature(*me, *begin());
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if (!summon)
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erase(begin());
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else
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{
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erase(begin());
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if (summon->isSummon())
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{
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summon->DestroyForNearbyPlayers();
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CAST_SUM(summon)->UnSummon();
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}
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else
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summon->DisappearAndDie();
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}
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}
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}
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ScriptedAI::ScriptedAI(Creature* pCreature) : CreatureAI(pCreature),
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me(pCreature),
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IsFleeing(false),
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m_bCombatMovement(true),
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m_uiEvadeCheckCooldown(2500)
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{
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m_heroicMode = me->GetMap()->IsHeroic();
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m_difficulty = Difficulty(me->GetMap()->GetSpawnMode());
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}
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void ScriptedAI::AttackStartNoMove(Unit* pWho)
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{
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if (!pWho)
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return;
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if (me->Attack(pWho, false))
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DoStartNoMovement(pWho);
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}
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void ScriptedAI::UpdateAI(const uint32 /*uiDiff*/)
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{
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//Check if we have a current target
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if (!UpdateVictim())
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return;
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if (me->isAttackReady())
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{
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//If we are within range melee the target
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if (me->IsWithinMeleeRange(me->getVictim()))
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{
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me->AttackerStateUpdate(me->getVictim());
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me->resetAttackTimer();
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}
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}
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}
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void ScriptedAI::DoStartMovement(Unit* pVictim, float fDistance, float fAngle)
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{
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if (pVictim)
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me->GetMotionMaster()->MoveChase(pVictim, fDistance, fAngle);
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}
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void ScriptedAI::DoStartNoMovement(Unit* pVictim)
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{
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if (!pVictim)
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return;
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me->GetMotionMaster()->MoveIdle();
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}
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void ScriptedAI::DoStopAttack()
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{
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if (me->getVictim())
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me->AttackStop();
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}
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void ScriptedAI::DoCastSpell(Unit* pTarget, SpellEntry const* pSpellInfo, bool bTriggered)
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{
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if (!pTarget || me->IsNonMeleeSpellCasted(false))
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return;
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me->StopMoving();
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me->CastSpell(pTarget, pSpellInfo, bTriggered);
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}
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void ScriptedAI::DoPlaySoundToSet(WorldObject* pSource, uint32 uiSoundId)
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{
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if (!pSource)
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return;
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if (!GetSoundEntriesStore()->LookupEntry(uiSoundId))
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{
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error_log("TSCR: Invalid soundId %u used in DoPlaySoundToSet (Source: TypeId %u, GUID %u)", uiSoundId, pSource->GetTypeId(), pSource->GetGUIDLow());
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return;
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}
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pSource->PlayDirectSound(uiSoundId);
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}
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Creature* ScriptedAI::DoSpawnCreature(uint32 uiId, float fX, float fY, float fZ, float fAngle, uint32 uiType, uint32 uiDespawntime)
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{
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return me->SummonCreature(uiId, me->GetPositionX()+fX, me->GetPositionY()+fY, me->GetPositionZ()+fZ, fAngle, (TempSummonType)uiType, uiDespawntime);
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}
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Unit* ScriptedAI::SelectUnit(SelectAggroTarget pTarget, uint32 uiPosition)
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{
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//ThreatList m_threatlist;
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std::list<HostileReference*>& threatlist = me->getThreatManager().getThreatList();
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std::list<HostileReference*>::iterator itr = threatlist.begin();
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std::list<HostileReference*>::reverse_iterator ritr = threatlist.rbegin();
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if (uiPosition >= threatlist.size() || !threatlist.size())
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return NULL;
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switch (pTarget)
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{
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case SELECT_TARGET_RANDOM:
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advance (itr , uiPosition + (rand() % (threatlist.size() - uiPosition)));
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return Unit::GetUnit((*me),(*itr)->getUnitGuid());
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break;
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case SELECT_TARGET_TOPAGGRO:
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advance (itr , uiPosition);
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return Unit::GetUnit((*me),(*itr)->getUnitGuid());
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break;
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case SELECT_TARGET_BOTTOMAGGRO:
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advance (ritr , uiPosition);
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return Unit::GetUnit((*me),(*ritr)->getUnitGuid());
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break;
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default:
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return UnitAI::SelectTarget(pTarget, uiPosition);
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}
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}
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SpellEntry const* ScriptedAI::SelectSpell(Unit* pTarget, uint32 uiSchool, uint32 uiMechanic, SelectTargetType selectTargets, uint32 uiPowerCostMin, uint32 uiPowerCostMax, float fRangeMin, float fRangeMax, SelectEffect selectEffects)
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{
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//No target so we can't cast
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if (!pTarget)
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return false;
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//Silenced so we can't cast
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if (me->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SILENCED))
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return false;
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//Using the extended script system we first create a list of viable spells
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SpellEntry const* apSpell[CREATURE_MAX_SPELLS];
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memset(apSpell, 0, sizeof(SpellEntry*)*CREATURE_MAX_SPELLS);
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uint32 uiSpellCount = 0;
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SpellEntry const* pTempSpell;
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SpellRangeEntry const* pTempRange;
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//Check if each spell is viable(set it to null if not)
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for (uint32 i = 0; i < CREATURE_MAX_SPELLS; i++)
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{
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pTempSpell = GetSpellStore()->LookupEntry(me->m_spells[i]);
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//This spell doesn't exist
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if (!pTempSpell)
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continue;
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// Targets and Effects checked first as most used restrictions
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//Check the spell targets if specified
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if (selectTargets && !(SpellSummary[me->m_spells[i]].Targets & (1 << (selectTargets-1))))
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continue;
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//Check the type of spell if we are looking for a specific spell type
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if (selectEffects && !(SpellSummary[me->m_spells[i]].Effects & (1 << (selectEffects-1))))
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continue;
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//Check for school if specified
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if (uiSchool && (pTempSpell->SchoolMask & uiSchool) == 0)
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continue;
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//Check for spell mechanic if specified
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if (uiMechanic && pTempSpell->Mechanic != uiMechanic)
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continue;
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//Make sure that the spell uses the requested amount of power
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if (uiPowerCostMin && pTempSpell->manaCost < uiPowerCostMin)
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continue;
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if (uiPowerCostMax && pTempSpell->manaCost > uiPowerCostMax)
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continue;
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//Continue if we don't have the mana to actually cast this spell
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if (pTempSpell->manaCost > me->GetPower((Powers)pTempSpell->powerType))
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continue;
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//Get the Range
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pTempRange = GetSpellRangeStore()->LookupEntry(pTempSpell->rangeIndex);
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//Spell has invalid range store so we can't use it
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if (!pTempRange)
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continue;
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//Check if the spell meets our range requirements
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if (fRangeMin && me->GetSpellMinRangeForTarget(pTarget, pTempRange) < fRangeMin)
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continue;
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if (fRangeMax && me->GetSpellMaxRangeForTarget(pTarget, pTempRange) > fRangeMax)
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continue;
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//Check if our target is in range
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if (me->IsWithinDistInMap(pTarget, me->GetSpellMinRangeForTarget(pTarget, pTempRange)) || !me->IsWithinDistInMap(pTarget, me->GetSpellMaxRangeForTarget(pTarget, pTempRange)))
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continue;
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//All good so lets add it to the spell list
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apSpell[uiSpellCount] = pTempSpell;
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++uiSpellCount;
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}
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//We got our usable spells so now lets randomly pick one
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if (!uiSpellCount)
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return NULL;
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return apSpell[rand()%uiSpellCount];
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}
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bool ScriptedAI::CanCast(Unit* pTarget, SpellEntry const* pSpell, bool bTriggered)
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{
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//No target so we can't cast
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if (!pTarget || !pSpell)
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return false;
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//Silenced so we can't cast
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if (!bTriggered && me->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SILENCED))
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return false;
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//Check for power
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if (!bTriggered && me->GetPower((Powers)pSpell->powerType) < pSpell->manaCost)
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return false;
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SpellRangeEntry const* pTempRange = GetSpellRangeStore()->LookupEntry(pSpell->rangeIndex);
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//Spell has invalid range store so we can't use it
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if (!pTempRange)
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return false;
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//Unit is out of range of this spell
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if (me->IsInRange(pTarget, me->GetSpellMinRangeForTarget(pTarget, pTempRange), me->GetSpellMaxRangeForTarget(pTarget, pTempRange)))
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return false;
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return true;
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}
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void FillSpellSummary()
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{
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SpellSummary = new TSpellSummary[GetSpellStore()->GetNumRows()];
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SpellEntry const* pTempSpell;
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for (uint32 i = 0; i < GetSpellStore()->GetNumRows(); ++i)
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{
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SpellSummary[i].Effects = 0;
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SpellSummary[i].Targets = 0;
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pTempSpell = GetSpellStore()->LookupEntry(i);
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//This spell doesn't exist
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if (!pTempSpell)
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continue;
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for (uint32 j = 0; j < 3; ++j)
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{
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//Spell targets self
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if (pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_CASTER)
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SpellSummary[i].Targets |= 1 << (SELECT_TARGET_SELF-1);
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//Spell targets a single enemy
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if (pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_TARGET_ENEMY ||
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pTempSpell->EffectImplicitTargetA[j] == TARGET_DST_TARGET_ENEMY)
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SpellSummary[i].Targets |= 1 << (SELECT_TARGET_SINGLE_ENEMY-1);
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//Spell targets AoE at enemy
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if (pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_AREA_ENEMY_SRC ||
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pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_AREA_ENEMY_DST ||
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pTempSpell->EffectImplicitTargetA[j] == TARGET_SRC_CASTER ||
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pTempSpell->EffectImplicitTargetA[j] == TARGET_DEST_DYNOBJ_ENEMY)
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SpellSummary[i].Targets |= 1 << (SELECT_TARGET_AOE_ENEMY-1);
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//Spell targets an enemy
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if (pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_TARGET_ENEMY ||
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pTempSpell->EffectImplicitTargetA[j] == TARGET_DST_TARGET_ENEMY ||
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pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_AREA_ENEMY_SRC ||
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pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_AREA_ENEMY_DST ||
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pTempSpell->EffectImplicitTargetA[j] == TARGET_SRC_CASTER ||
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pTempSpell->EffectImplicitTargetA[j] == TARGET_DEST_DYNOBJ_ENEMY)
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SpellSummary[i].Targets |= 1 << (SELECT_TARGET_ANY_ENEMY-1);
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//Spell targets a single friend(or self)
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if (pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_CASTER ||
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pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_TARGET_ALLY ||
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pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_TARGET_PARTY)
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SpellSummary[i].Targets |= 1 << (SELECT_TARGET_SINGLE_FRIEND-1);
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//Spell targets aoe friends
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if (pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_PARTY_CASTER ||
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pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_PARTY_TARGET ||
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pTempSpell->EffectImplicitTargetA[j] == TARGET_SRC_CASTER)
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SpellSummary[i].Targets |= 1 << (SELECT_TARGET_AOE_FRIEND-1);
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//Spell targets any friend(or self)
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if (pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_CASTER ||
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pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_TARGET_ALLY ||
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pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_TARGET_PARTY ||
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pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_PARTY_CASTER ||
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pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_PARTY_TARGET ||
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pTempSpell->EffectImplicitTargetA[j] == TARGET_SRC_CASTER)
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SpellSummary[i].Targets |= 1 << (SELECT_TARGET_ANY_FRIEND-1);
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//Make sure that this spell includes a damage effect
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if (pTempSpell->Effect[j] == SPELL_EFFECT_SCHOOL_DAMAGE ||
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pTempSpell->Effect[j] == SPELL_EFFECT_INSTAKILL ||
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pTempSpell->Effect[j] == SPELL_EFFECT_ENVIRONMENTAL_DAMAGE ||
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pTempSpell->Effect[j] == SPELL_EFFECT_HEALTH_LEECH)
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SpellSummary[i].Effects |= 1 << (SELECT_EFFECT_DAMAGE-1);
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//Make sure that this spell includes a healing effect (or an apply aura with a periodic heal)
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if (pTempSpell->Effect[j] == SPELL_EFFECT_HEAL ||
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pTempSpell->Effect[j] == SPELL_EFFECT_HEAL_MAX_HEALTH ||
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pTempSpell->Effect[j] == SPELL_EFFECT_HEAL_MECHANICAL ||
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(pTempSpell->Effect[j] == SPELL_EFFECT_APPLY_AURA && pTempSpell->EffectApplyAuraName[j] == 8))
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SpellSummary[i].Effects |= 1 << (SELECT_EFFECT_HEALING-1);
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//Make sure that this spell applies an aura
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if (pTempSpell->Effect[j] == SPELL_EFFECT_APPLY_AURA)
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SpellSummary[i].Effects |= 1 << (SELECT_EFFECT_AURA-1);
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}
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}
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}
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void ScriptedAI::DoResetThreat()
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{
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if (!me->CanHaveThreatList() || me->getThreatManager().isThreatListEmpty())
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{
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error_log("TSCR: DoResetThreat called for creature that either cannot have threat list or has empty threat list (me entry = %d)", me->GetEntry());
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return;
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}
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std::list<HostileReference*>& threatlist = me->getThreatManager().getThreatList();
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for (std::list<HostileReference*>::iterator itr = threatlist.begin(); itr != threatlist.end(); ++itr)
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{
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Unit* pUnit = Unit::GetUnit((*me), (*itr)->getUnitGuid());
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if (pUnit && DoGetThreat(pUnit))
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DoModifyThreatPercent(pUnit, -100);
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}
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}
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float ScriptedAI::DoGetThreat(Unit* pUnit)
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{
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if (!pUnit) return 0.0f;
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return me->getThreatManager().getThreat(pUnit);
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}
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void ScriptedAI::DoModifyThreatPercent(Unit* pUnit, int32 pct)
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{
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if (!pUnit) return;
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me->getThreatManager().modifyThreatPercent(pUnit, pct);
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}
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void ScriptedAI::DoTeleportTo(float fX, float fY, float fZ, uint32 uiTime)
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{
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me->Relocate(fX, fY, fZ);
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me->SendMonsterMove(fX, fY, fZ, uiTime);
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}
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void ScriptedAI::DoTeleportTo(const float fPos[4])
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{
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me->NearTeleportTo(fPos[0], fPos[1], fPos[2], fPos[3]);
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}
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void ScriptedAI::DoTeleportPlayer(Unit* pUnit, float fX, float fY, float fZ, float fO)
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{
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if (!pUnit || pUnit->GetTypeId() != TYPEID_PLAYER)
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{
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if (pUnit)
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error_log("TSCR: Creature %u (Entry: %u) Tried to teleport non-player unit (Type: %u GUID: %u) to x: %f y:%f z: %f o: %f. Aborted.", me->GetGUID(), me->GetEntry(), pUnit->GetTypeId(), pUnit->GetGUID(), fX, fY, fZ, fO);
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return;
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}
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CAST_PLR(pUnit)->TeleportTo(pUnit->GetMapId(), fX, fY, fZ, fO, TELE_TO_NOT_LEAVE_COMBAT);
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}
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void ScriptedAI::DoTeleportAll(float fX, float fY, float fZ, float fO)
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{
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Map *map = me->GetMap();
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if (!map->IsDungeon())
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return;
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Map::PlayerList const &PlayerList = map->GetPlayers();
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for (Map::PlayerList::const_iterator i = PlayerList.begin(); i != PlayerList.end(); ++i)
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if (Player* i_pl = i->getSource())
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if (i_pl->isAlive())
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i_pl->TeleportTo(me->GetMapId(), fX, fY, fZ, fO, TELE_TO_NOT_LEAVE_COMBAT);
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}
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Unit* ScriptedAI::DoSelectLowestHpFriendly(float fRange, uint32 uiMinHPDiff)
|
|
{
|
|
Unit* pUnit = NULL;
|
|
Trinity::MostHPMissingInRange u_check(me, fRange, uiMinHPDiff);
|
|
Trinity::UnitLastSearcher<Trinity::MostHPMissingInRange> searcher(me, pUnit, u_check);
|
|
me->VisitNearbyObject(fRange, searcher);
|
|
|
|
return pUnit;
|
|
}
|
|
|
|
std::list<Creature*> ScriptedAI::DoFindFriendlyCC(float fRange)
|
|
{
|
|
std::list<Creature*> pList;
|
|
Trinity::FriendlyCCedInRange u_check(me, fRange);
|
|
Trinity::CreatureListSearcher<Trinity::FriendlyCCedInRange> searcher(me, pList, u_check);
|
|
me->VisitNearbyObject(fRange, searcher);
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|
return pList;
|
|
}
|
|
|
|
std::list<Creature*> ScriptedAI::DoFindFriendlyMissingBuff(float fRange, uint32 uiSpellid)
|
|
{
|
|
std::list<Creature*> pList;
|
|
Trinity::FriendlyMissingBuffInRange u_check(me, fRange, uiSpellid);
|
|
Trinity::CreatureListSearcher<Trinity::FriendlyMissingBuffInRange> searcher(me, pList, u_check);
|
|
me->VisitNearbyObject(fRange, searcher);
|
|
return pList;
|
|
}
|
|
|
|
Player* ScriptedAI::GetPlayerAtMinimumRange(float fMinimumRange)
|
|
{
|
|
Player* pPlayer = NULL;
|
|
|
|
CellPair pair(Trinity::ComputeCellPair(me->GetPositionX(), me->GetPositionY()));
|
|
Cell cell(pair);
|
|
cell.data.Part.reserved = ALL_DISTRICT;
|
|
cell.SetNoCreate();
|
|
|
|
Trinity::PlayerAtMinimumRangeAway check(me, fMinimumRange);
|
|
Trinity::PlayerSearcher<Trinity::PlayerAtMinimumRangeAway> searcher(me, pPlayer, check);
|
|
TypeContainerVisitor<Trinity::PlayerSearcher<Trinity::PlayerAtMinimumRangeAway>, GridTypeMapContainer> visitor(searcher);
|
|
|
|
cell.Visit(pair, visitor, *(me->GetMap()));
|
|
|
|
return pPlayer;
|
|
}
|
|
|
|
void ScriptedAI::SetEquipmentSlots(bool bLoadDefault, int32 uiMainHand, int32 uiOffHand, int32 uiRanged)
|
|
{
|
|
if (bLoadDefault)
|
|
{
|
|
if (CreatureInfo const* pInfo = GetCreatureTemplateStore(me->GetEntry()))
|
|
me->LoadEquipment(pInfo->equipmentId,true);
|
|
|
|
return;
|
|
}
|
|
|
|
if (uiMainHand >= 0)
|
|
me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 0, uint32(uiMainHand));
|
|
|
|
if (uiOffHand >= 0)
|
|
me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 1, uint32(uiOffHand));
|
|
|
|
if (uiRanged >= 0)
|
|
me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 2, uint32(uiRanged));
|
|
}
|
|
|
|
void ScriptedAI::SetCombatMovement(bool bCombatMove)
|
|
{
|
|
m_bCombatMovement = bCombatMove;
|
|
}
|
|
|
|
enum eNPCs
|
|
{
|
|
NPC_BROODLORD = 12017,
|
|
NPC_VOID_REAVER = 19516,
|
|
NPC_JAN_ALAI = 23578,
|
|
NPC_SARTHARION = 28860
|
|
};
|
|
|
|
// Hacklike storage used for misc creatures that are expected to evade of outside of a certain area.
|
|
// It is assumed the information is found elswehere and can be handled by the core. So far no luck finding such information/way to extract it.
|
|
bool ScriptedAI::EnterEvadeIfOutOfCombatArea(const uint32 uiDiff)
|
|
{
|
|
if (m_uiEvadeCheckCooldown <= uiDiff)
|
|
m_uiEvadeCheckCooldown = 2500;
|
|
else
|
|
{
|
|
m_uiEvadeCheckCooldown -= uiDiff;
|
|
return false;
|
|
}
|
|
|
|
if (me->IsInEvadeMode() || !me->getVictim())
|
|
return false;
|
|
|
|
float fX = me->GetPositionX();
|
|
float fY = me->GetPositionY();
|
|
float fZ = me->GetPositionZ();
|
|
|
|
switch(me->GetEntry())
|
|
{
|
|
case NPC_BROODLORD: // broodlord (not move down stairs)
|
|
if (fZ > 448.60f)
|
|
return false;
|
|
break;
|
|
case NPC_VOID_REAVER: // void reaver (calculate from center of room)
|
|
if (me->GetDistance2d(432.59f, 371.93f) < 105.0f)
|
|
return false;
|
|
break;
|
|
case NPC_JAN_ALAI: // jan'alai (calculate by Z)
|
|
if (fZ > 12.0f)
|
|
return false;
|
|
break;
|
|
case NPC_SARTHARION: // sartharion (calculate box)
|
|
if (fX > 3218.86f && fX < 3275.69f && fY < 572.40f && fY > 484.68f)
|
|
return false;
|
|
break;
|
|
default:
|
|
error_log("TSCR: EnterEvadeIfOutOfCombatArea used for creature entry %u, but does not have any definition.", me->GetEntry());
|
|
return false;
|
|
}
|
|
|
|
EnterEvadeMode();
|
|
return true;
|
|
}
|
|
|
|
void Scripted_NoMovementAI::AttackStart(Unit* pWho)
|
|
{
|
|
if (!pWho)
|
|
return;
|
|
|
|
if (me->Attack(pWho, true))
|
|
{
|
|
DoStartNoMovement(pWho);
|
|
}
|
|
}
|
|
|
|
BossAI::BossAI(Creature *c, uint32 id) : ScriptedAI(c)
|
|
, bossId(id), summons(me), instance(c->GetInstanceData())
|
|
, boundary(instance ? instance->GetBossBoundary(id) : NULL)
|
|
{
|
|
}
|
|
|
|
void BossAI::_Reset()
|
|
{
|
|
if (!me->isAlive())
|
|
return;
|
|
|
|
events.Reset();
|
|
summons.DespawnAll();
|
|
if (instance)
|
|
instance->SetBossState(bossId, NOT_STARTED);
|
|
}
|
|
|
|
void BossAI::_JustDied()
|
|
{
|
|
events.Reset();
|
|
summons.DespawnAll();
|
|
if (instance)
|
|
{
|
|
instance->SetBossState(bossId, DONE);
|
|
instance->SaveToDB();
|
|
}
|
|
}
|
|
|
|
void BossAI::_EnterCombat()
|
|
{
|
|
me->setActive(true);
|
|
DoZoneInCombat();
|
|
if (instance)
|
|
instance->SetBossState(bossId, IN_PROGRESS);
|
|
}
|
|
|
|
void BossAI::TeleportCheaters()
|
|
{
|
|
float x, y, z;
|
|
me->GetPosition(x, y, z);
|
|
std::list<HostileReference*> &m_threatlist = me->getThreatManager().getThreatList();
|
|
for (std::list<HostileReference*>::iterator itr = m_threatlist.begin(); itr != m_threatlist.end(); ++itr)
|
|
if ((*itr)->getTarget()->GetTypeId() == TYPEID_PLAYER && !CheckBoundary((*itr)->getTarget()))
|
|
(*itr)->getTarget()->NearTeleportTo(x, y, z, 0);
|
|
}
|
|
|
|
bool BossAI::CheckBoundary(Unit *who)
|
|
{
|
|
if (!boundary || !who)
|
|
return true;
|
|
|
|
for (BossBoundaryMap::const_iterator itr = boundary->begin(); itr != boundary->end(); ++itr)
|
|
{
|
|
switch (itr->first)
|
|
{
|
|
case BOUNDARY_N:
|
|
if (me->GetPositionX() > itr->second)
|
|
return false;
|
|
break;
|
|
case BOUNDARY_S:
|
|
if (me->GetPositionX() < itr->second)
|
|
return false;
|
|
break;
|
|
case BOUNDARY_E:
|
|
if (me->GetPositionY() < itr->second)
|
|
return false;
|
|
break;
|
|
case BOUNDARY_W:
|
|
if (me->GetPositionY() > itr->second)
|
|
return false;
|
|
break;
|
|
case BOUNDARY_NW:
|
|
if (me->GetPositionX() + me->GetPositionY() > itr->second)
|
|
return false;
|
|
break;
|
|
case BOUNDARY_SE:
|
|
if (me->GetPositionX() + me->GetPositionY() < itr->second)
|
|
return false;
|
|
break;
|
|
case BOUNDARY_NE:
|
|
if (me->GetPositionX() - me->GetPositionY() > itr->second)
|
|
return false;
|
|
break;
|
|
case BOUNDARY_SW:
|
|
if (me->GetPositionX() - me->GetPositionY() < itr->second)
|
|
return false;
|
|
break;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void BossAI::JustSummoned(Creature *summon)
|
|
{
|
|
summons.Summon(summon);
|
|
if (me->isInCombat())
|
|
DoZoneInCombat(summon);
|
|
}
|
|
|
|
void BossAI::SummonedCreatureDespawn(Creature *summon)
|
|
{
|
|
summons.Despawn(summon);
|
|
}
|
|
|
|
#define GOBJECT(x) (const_cast<GameObjectInfo*>(GetGameObjectInfo(x)))
|
|
|
|
void LoadOverridenSQLData()
|
|
{
|
|
GameObjectInfo *goInfo;
|
|
|
|
// Sunwell Plateau : Kalecgos : Spectral Rift
|
|
goInfo = GOBJECT(187055);
|
|
if (goInfo)
|
|
if (goInfo->type == GAMEOBJECT_TYPE_GOOBER)
|
|
goInfo->goober.lockId = 57; // need LOCKTYPE_QUICK_OPEN
|
|
|
|
// Naxxramas : Sapphiron Birth
|
|
goInfo = GOBJECT(181356);
|
|
if (goInfo)
|
|
if (goInfo->type == GAMEOBJECT_TYPE_TRAP)
|
|
goInfo->trap.radius = 50;
|
|
}
|
|
|
|
// SD2 grid searchers.
|
|
Creature *GetClosestCreatureWithEntry(WorldObject *pSource, uint32 uiEntry, float fMaxSearchRange, bool bAlive)
|
|
{
|
|
return pSource->FindNearestCreature(uiEntry, fMaxSearchRange, bAlive);
|
|
}
|
|
GameObject *GetClosestGameObjectWithEntry(WorldObject *pSource, uint32 uiEntry, float fMaxSearchRange)
|
|
{
|
|
return pSource->FindNearestGameObject(uiEntry, fMaxSearchRange);
|
|
}
|
|
void GetCreatureListWithEntryInGrid(std::list<Creature*>& lList, WorldObject *pSource, uint32 uiEntry, float fMaxSearchRange)
|
|
{
|
|
return pSource->GetCreatureListWithEntryInGrid(lList, uiEntry, fMaxSearchRange);
|
|
}
|
|
void GetGameObjectListWithEntryInGrid(std::list<GameObject*>& lList, WorldObject *pSource, uint32 uiEntry, float fMaxSearchRange)
|
|
{
|
|
return pSource->GetGameObjectListWithEntryInGrid(lList, uiEntry, fMaxSearchRange);
|
|
}
|