mirror of
https://github.com/TrinityCore/TrinityCore.git
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507 lines
14 KiB
C++
507 lines
14 KiB
C++
/* Copyright (C) 2006 - 2009 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
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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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/* ScriptData
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SDName: Npc_EscortAI
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SD%Complete: 100
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SDComment:
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SDCategory: Npc
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EndScriptData */
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#include "ScriptedPch.h"
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#include "ScriptedEscortAI.h"
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enum ePoints
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{
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POINT_LAST_POINT = 0xFFFFFF,
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POINT_HOME = 0xFFFFFE
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};
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npc_escortAI::npc_escortAI(Creature* pCreature) : ScriptedAI(pCreature),
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m_uiPlayerGUID(0),
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MaxPlayerDistance(DEFAULT_MAX_PLAYER_DISTANCE),
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m_uiPlayerCheckTimer(1000),
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m_uiWPWaitTimer(2500),
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m_uiEscortState(STATE_ESCORT_NONE),
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m_bIsActiveAttacker(true),
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m_bIsRunning(false),
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DespawnAtEnd(true),
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DespawnAtFar(true),
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m_pQuestForEscort(NULL),
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m_bCanInstantRespawn(false),
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m_bCanReturnToStart(false),
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ScriptWP(false)
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{}
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void npc_escortAI::AttackStart(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, true))
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{
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if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == POINT_MOTION_TYPE)
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me->GetMotionMaster()->MovementExpired();
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if (IsCombatMovement())
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me->GetMotionMaster()->MoveChase(pWho);
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}
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}
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//see followerAI
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bool npc_escortAI::AssistPlayerInCombat(Unit* pWho)
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{
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if (!pWho || !pWho->getVictim())
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return false;
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//experimental (unknown) flag not present
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if (!(me->GetCreatureInfo()->type_flags & CREATURE_TYPEFLAGS_UNK13))
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return false;
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//not a player
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if (!pWho->getVictim()->GetCharmerOrOwnerPlayerOrPlayerItself())
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return false;
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//never attack friendly
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if (me->IsFriendlyTo(pWho))
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return false;
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//too far away and no free sight?
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if (me->IsWithinDistInMap(pWho, GetMaxPlayerDistance()) && me->IsWithinLOSInMap(pWho))
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{
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//already fighting someone?
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if (!me->getVictim())
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{
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AttackStart(pWho);
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return true;
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}
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else
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{
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pWho->SetInCombatWith(me);
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me->AddThreat(pWho, 0.0f);
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return true;
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}
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}
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return false;
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}
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void npc_escortAI::MoveInLineOfSight(Unit* pWho)
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{
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if (!me->hasUnitState(UNIT_STAT_STUNNED) && pWho->isTargetableForAttack() && pWho->isInAccessiblePlaceFor(me))
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{
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if (HasEscortState(STATE_ESCORT_ESCORTING) && AssistPlayerInCombat(pWho))
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return;
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if (!me->canFly() && me->GetDistanceZ(pWho) > CREATURE_Z_ATTACK_RANGE)
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return;
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if (me->IsHostileTo(pWho))
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{
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float fAttackRadius = me->GetAttackDistance(pWho);
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if (me->IsWithinDistInMap(pWho, fAttackRadius) && me->IsWithinLOSInMap(pWho))
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{
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if (!me->getVictim())
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{
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pWho->RemoveAurasDueToSpell(SPELL_AURA_MOD_STEALTH);
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AttackStart(pWho);
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}
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else if (me->GetMap()->IsDungeon())
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{
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pWho->SetInCombatWith(me);
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me->AddThreat(pWho, 0.0f);
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}
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}
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}
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}
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}
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void npc_escortAI::JustDied(Unit* /*pKiller*/)
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{
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if (!HasEscortState(STATE_ESCORT_ESCORTING) || !m_uiPlayerGUID || !m_pQuestForEscort)
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return;
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if (Player* pPlayer = GetPlayerForEscort())
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{
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if (Group* pGroup = pPlayer->GetGroup())
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{
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for (GroupReference* pRef = pGroup->GetFirstMember(); pRef != NULL; pRef = pRef->next())
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{
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if (Player* pMember = pRef->getSource())
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{
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if (pMember->GetQuestStatus(m_pQuestForEscort->GetQuestId()) == QUEST_STATUS_INCOMPLETE)
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pMember->FailQuest(m_pQuestForEscort->GetQuestId());
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}
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}
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}
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else
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{
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if (pPlayer->GetQuestStatus(m_pQuestForEscort->GetQuestId()) == QUEST_STATUS_INCOMPLETE)
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pPlayer->FailQuest(m_pQuestForEscort->GetQuestId());
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}
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}
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}
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void npc_escortAI::JustRespawned()
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{
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m_uiEscortState = STATE_ESCORT_NONE;
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if (!IsCombatMovement())
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SetCombatMovement(true);
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//add a small delay before going to first waypoint, normal in near all cases
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m_uiWPWaitTimer = 2500;
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if (me->getFaction() != me->GetCreatureInfo()->faction_A)
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me->RestoreFaction();
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Reset();
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}
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void npc_escortAI::ReturnToLastPoint()
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{
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float x, y, z, o;
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me->GetHomePosition(x, y, z, o);
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me->GetMotionMaster()->MovePoint(POINT_LAST_POINT, x, y, z);
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}
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void npc_escortAI::EnterEvadeMode()
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{
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me->RemoveAllAuras();
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me->DeleteThreatList();
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me->CombatStop(true);
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me->SetLootRecipient(NULL);
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if (HasEscortState(STATE_ESCORT_ESCORTING))
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{
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AddEscortState(STATE_ESCORT_RETURNING);
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ReturnToLastPoint();
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debug_log("TSCR: EscortAI has left combat and is now returning to last point");
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}
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else
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{
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me->GetMotionMaster()->MoveTargetedHome();
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Reset();
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}
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}
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bool npc_escortAI::IsPlayerOrGroupInRange()
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{
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if (Player* pPlayer = GetPlayerForEscort())
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{
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if (Group* pGroup = pPlayer->GetGroup())
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{
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for (GroupReference* pRef = pGroup->GetFirstMember(); pRef != NULL; pRef = pRef->next())
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{
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Player* pMember = pRef->getSource();
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if (pMember && me->IsWithinDistInMap(pMember, GetMaxPlayerDistance()))
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{
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return true;
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break;
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}
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}
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}
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else
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{
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if (me->IsWithinDistInMap(pPlayer, GetMaxPlayerDistance()))
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return true;
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}
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}
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return false;
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}
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void npc_escortAI::UpdateAI(const uint32 uiDiff)
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{
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//Waypoint Updating
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if (HasEscortState(STATE_ESCORT_ESCORTING) && !me->getVictim() && m_uiWPWaitTimer && !HasEscortState(STATE_ESCORT_RETURNING))
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{
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if (m_uiWPWaitTimer <= uiDiff)
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{
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//End of the line
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if (CurrentWP == WaypointList.end())
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{
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if (DespawnAtEnd)
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{
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debug_log("TSCR: EscortAI reached end of waypoints");
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if (m_bCanReturnToStart)
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{
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float fRetX, fRetY, fRetZ;
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me->GetRespawnCoord(fRetX, fRetY, fRetZ);
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me->GetMotionMaster()->MovePoint(POINT_HOME, fRetX, fRetY, fRetZ);
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m_uiWPWaitTimer = 0;
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debug_log("TSCR: EscortAI are returning home to spawn location: %u, %f, %f, %f", POINT_HOME, fRetX, fRetY, fRetZ);
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return;
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}
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if (m_bCanInstantRespawn)
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{
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me->setDeathState(JUST_DIED);
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me->Respawn();
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}
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else
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me->ForcedDespawn();
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return;
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}
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else
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{
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debug_log("TSCR: EscortAI reached end of waypoints with Despawn off");
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return;
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}
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}
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if (!HasEscortState(STATE_ESCORT_PAUSED))
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{
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me->GetMotionMaster()->MovePoint(CurrentWP->id, CurrentWP->x, CurrentWP->y, CurrentWP->z);
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debug_log("TSCR: EscortAI start waypoint %u (%f, %f, %f).", CurrentWP->id, CurrentWP->x, CurrentWP->y, CurrentWP->z);
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WaypointStart(CurrentWP->id);
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m_uiWPWaitTimer = 0;
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}
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}
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else
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m_uiWPWaitTimer -= uiDiff;
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}
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//Check if player or any member of his group is within range
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if (HasEscortState(STATE_ESCORT_ESCORTING) && m_uiPlayerGUID && !me->getVictim() && !HasEscortState(STATE_ESCORT_RETURNING))
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{
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if (m_uiPlayerCheckTimer <= uiDiff)
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{
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if (DespawnAtFar && !IsPlayerOrGroupInRange())
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{
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debug_log("TSCR: EscortAI failed because player/group was to far away or not found");
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if (m_bCanInstantRespawn)
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{
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me->setDeathState(JUST_DIED);
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me->Respawn();
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}
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else
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me->ForcedDespawn();
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return;
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}
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m_uiPlayerCheckTimer = 1000;
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}
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else
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m_uiPlayerCheckTimer -= uiDiff;
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}
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UpdateEscortAI(uiDiff);
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}
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void npc_escortAI::UpdateEscortAI(const uint32 /*uiDiff*/)
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{
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if (!UpdateVictim())
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return;
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DoMeleeAttackIfReady();
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}
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void npc_escortAI::MovementInform(uint32 uiMoveType, uint32 uiPointId)
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{
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if (uiMoveType != POINT_MOTION_TYPE || !HasEscortState(STATE_ESCORT_ESCORTING))
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return;
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//Combat start position reached, continue waypoint movement
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if (uiPointId == POINT_LAST_POINT)
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{
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debug_log("TSCR: EscortAI has returned to original position before combat");
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if (m_bIsRunning && me->HasUnitMovementFlag(MOVEMENTFLAG_WALK_MODE))
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me->RemoveUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
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else if (!m_bIsRunning && !me->HasUnitMovementFlag(MOVEMENTFLAG_WALK_MODE))
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me->AddUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
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RemoveEscortState(STATE_ESCORT_RETURNING);
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if (!m_uiWPWaitTimer)
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m_uiWPWaitTimer = 1;
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}
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else if (uiPointId == POINT_HOME)
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{
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debug_log("TSCR: EscortAI has returned to original home location and will continue from beginning of waypoint list.");
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CurrentWP = WaypointList.begin();
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m_uiWPWaitTimer = 1;
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}
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else
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{
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//Make sure that we are still on the right waypoint
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if (CurrentWP->id != uiPointId)
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{
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error_log("TSCR ERROR: EscortAI reached waypoint out of order %u, expected %u, creature entry %u", uiPointId, CurrentWP->id, me->GetEntry());
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return;
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}
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debug_log("TSCR: EscortAI Waypoint %u reached", CurrentWP->id);
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//Call WP function
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WaypointReached(CurrentWP->id);
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m_uiWPWaitTimer = CurrentWP->WaitTimeMs + 1;
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++CurrentWP;
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}
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}
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/*
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void npc_escortAI::OnPossess(bool apply)
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{
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// We got possessed in the middle of being escorted, store the point
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// where we left off to come back to when possess is removed
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if (HasEscortState(STATE_ESCORT_ESCORTING))
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{
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if (apply)
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me->GetPosition(LastPos.x, LastPos.y, LastPos.z);
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else
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{
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Returning = true;
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me->GetMotionMaster()->MovementExpired();
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me->GetMotionMaster()->MovePoint(WP_LAST_POINT, LastPos.x, LastPos.y, LastPos.z);
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}
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}
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}
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*/
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void npc_escortAI::AddWaypoint(uint32 id, float x, float y, float z, uint32 WaitTimeMs)
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{
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Escort_Waypoint t(id, x, y, z, WaitTimeMs);
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WaypointList.push_back(t);
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// i think SD2 no longer uses this function
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ScriptWP = true;
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/*PointMovement wp;
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wp.m_uiCreatureEntry = me->GetEntry();
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wp.m_uiPointId = id;
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wp.m_fX = x;
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wp.m_fY = y;
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wp.m_fZ = z;
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wp.m_uiWaitTime = WaitTimeMs;
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PointMovementMap[wp.m_uiCreatureEntry].push_back(wp);*/
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}
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void npc_escortAI::FillPointMovementListForCreature()
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{
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std::vector<ScriptPointMove> const &pPointsEntries = pSystemMgr.GetPointMoveList(me->GetEntry());
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if (pPointsEntries.empty())
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return;
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std::vector<ScriptPointMove>::const_iterator itr;
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for (itr = pPointsEntries.begin(); itr != pPointsEntries.end(); ++itr)
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{
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Escort_Waypoint pPoint(itr->uiPointId, itr->fX, itr->fY, itr->fZ, itr->uiWaitTime);
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WaypointList.push_back(pPoint);
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}
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}
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void npc_escortAI::SetRun(bool bRun)
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{
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if (bRun)
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{
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if (!m_bIsRunning)
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me->RemoveUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
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else
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debug_log("TSCR: EscortAI attempt to set run mode, but is already running.");
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}
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else
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{
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if (m_bIsRunning)
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me->AddUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
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else
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debug_log("TSCR: EscortAI attempt to set walk mode, but is already walking.");
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}
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m_bIsRunning = bRun;
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}
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//TODO: get rid of this many variables passed in function.
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void npc_escortAI::Start(bool bIsActiveAttacker, bool bRun, uint64 uiPlayerGUID, const Quest* pQuest, bool bInstantRespawn, bool bCanLoopPath)
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{
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if (me->getVictim())
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{
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error_log("TSCR ERROR: EscortAI attempt to Start while in combat.");
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return;
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}
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if (HasEscortState(STATE_ESCORT_ESCORTING))
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{
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error_log("TSCR: EscortAI attempt to Start while already escorting.");
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return;
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}
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if (!ScriptWP) // sd2 never adds wp in script, but tc does
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{
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if (!WaypointList.empty())
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WaypointList.clear();
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FillPointMovementListForCreature();
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}
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if (WaypointList.empty())
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{
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error_db_log("TSCR: EscortAI Start with 0 waypoints (possible missing entry in script_waypoint. Quest: %u).", pQuest ? pQuest->GetQuestId() : 0);
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return;
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}
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//set variables
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m_bIsActiveAttacker = bIsActiveAttacker;
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m_bIsRunning = bRun;
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m_uiPlayerGUID = uiPlayerGUID;
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m_pQuestForEscort = pQuest;
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m_bCanInstantRespawn = bInstantRespawn;
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m_bCanReturnToStart = bCanLoopPath;
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if (m_bCanReturnToStart && m_bCanInstantRespawn)
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debug_log("TSCR: EscortAI is set to return home after waypoint end and instant respawn at waypoint end. Creature will never despawn.");
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if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == WAYPOINT_MOTION_TYPE)
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{
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me->GetMotionMaster()->MovementExpired();
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me->GetMotionMaster()->MoveIdle();
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debug_log("TSCR: EscortAI start with WAYPOINT_MOTION_TYPE, changed to MoveIdle.");
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}
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//disable npcflags
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me->SetUInt32Value(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_NONE);
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debug_log("TSCR: EscortAI started with %u waypoints. ActiveAttacker = %d, Run = %d, PlayerGUID = %u", WaypointList.size(), m_bIsActiveAttacker, m_bIsRunning, m_uiPlayerGUID);
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CurrentWP = WaypointList.begin();
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//Set initial speed
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if (m_bIsRunning)
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me->RemoveUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
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else
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me->AddUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
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AddEscortState(STATE_ESCORT_ESCORTING);
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}
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void npc_escortAI::SetEscortPaused(bool bPaused)
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{
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if (!HasEscortState(STATE_ESCORT_ESCORTING))
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return;
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if (bPaused)
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AddEscortState(STATE_ESCORT_PAUSED);
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else
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RemoveEscortState(STATE_ESCORT_PAUSED);
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}
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