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This function is used in many scripts to find the nearest enemy within the given distance. However, it had an implicit limit to the ATTACK_DISTANCE. so in many case the "dist" was in fact just ignored. In other case, the ATTACK_DISTANCE is required. So 2 functions are necessary to avoid ambiguities. The refactoring is the split of the function in 2: SelectNearestTarget and SelectNearestTargetInAttackDistance. --HG-- branch : trunk
328 lines
11 KiB
C++
328 lines
11 KiB
C++
/*
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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*
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* Copyright (C) 2008-2010 Trinity <http://www.trinitycore.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 "UnitAI.h"
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#include "Player.h"
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#include "Creature.h"
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#include "SpellAuras.h"
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#include "SpellAuraEffects.h"
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#include "SpellMgr.h"
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#include "CreatureAIImpl.h"
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void UnitAI::AttackStart(Unit *victim)
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{
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if (victim && me->Attack(victim, true))
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me->GetMotionMaster()->MoveChase(victim);
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}
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void UnitAI::AttackStartCaster(Unit *victim, float dist)
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{
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if (victim && me->Attack(victim, false))
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me->GetMotionMaster()->MoveChase(victim, dist);
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}
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void UnitAI::DoMeleeAttackIfReady()
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{
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if (me->hasUnitState(UNIT_STAT_CASTING))
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return;
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//Make sure our attack is ready and we aren't currently casting before checking distance
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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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if (me->haveOffhandWeapon() && me->isAttackReady(OFF_ATTACK))
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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(), OFF_ATTACK);
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me->resetAttackTimer(OFF_ATTACK);
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}
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}
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}
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bool UnitAI::DoSpellAttackIfReady(uint32 spell)
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{
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if (me->hasUnitState(UNIT_STAT_CASTING))
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return true;
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if (me->isAttackReady())
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{
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if (me->IsWithinCombatRange(me->getVictim(), GetSpellMaxRange(spell, false)))
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{
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me->CastSpell(me->getVictim(), spell, false);
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me->resetAttackTimer();
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}
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else
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return false;
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}
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return true;
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}
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// default predicate function to select target based on distance, player and/or aura criteria
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struct DefaultTargetSelector : public std::unary_function<Unit *, bool>
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{
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const Unit *me;
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float m_dist;
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bool m_playerOnly;
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int32 m_aura;
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// pUnit: the reference unit
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// dist: if 0: ignored, if > 0: maximum distance to the reference unit, if < 0: minimum distance to the reference unit
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// playerOnly: self explaining
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// aura: if 0: ignored, if > 0: the target shall have the aura, if < 0, the target shall NOT have the aura
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DefaultTargetSelector(const Unit *pUnit, float dist, bool playerOnly, int32 aura) : me(pUnit), m_dist(dist), m_playerOnly(playerOnly), m_aura(aura) {}
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bool operator() (const Unit *pTarget)
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{
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if (!me)
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return false;
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if (!pTarget)
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return false;
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if (m_playerOnly && (pTarget->GetTypeId() != TYPEID_PLAYER))
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return false;
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if (m_dist > 0.0f && !me->IsWithinCombatRange(pTarget, m_dist))
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return false;
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if (m_dist < 0.0f && me->IsWithinCombatRange(pTarget, -m_dist))
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return false;
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if (m_aura)
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{
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if (m_aura > 0)
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{
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if (!pTarget->HasAura(m_aura))
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return false;
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}
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else
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{
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if (pTarget->HasAura(m_aura))
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return false;
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}
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}
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return true;
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}
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};
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Unit* UnitAI::SelectTarget(SelectAggroTarget targetType, uint32 position, float dist, bool playerOnly, int32 aura)
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{
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return SelectTarget(targetType, position, DefaultTargetSelector(me, dist, playerOnly, aura));
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}
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void UnitAI::SelectTargetList(std::list<Unit*> &targetList, uint32 num, SelectAggroTarget targetType, float dist, bool playerOnly, int32 aura)
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{
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const std::list<HostileReference*> &threatlist = me->getThreatManager().getThreatList();
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if (threatlist.empty())
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return;
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DefaultTargetSelector targetSelector(me, dist,playerOnly, aura);
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for (std::list<HostileReference*>::const_iterator itr = threatlist.begin(); itr != threatlist.end(); ++itr)
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if (targetSelector((*itr)->getTarget()))
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targetList.push_back((*itr)->getTarget());
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if (targetType == SELECT_TARGET_NEAREST || targetType == SELECT_TARGET_FARTHEST)
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targetList.sort(TargetDistanceOrder(me));
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if (targetType == SELECT_TARGET_FARTHEST || targetType == SELECT_TARGET_BOTTOMAGGRO)
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targetList.reverse();
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if (targetList.size() < num)
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return;
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if (targetType == SELECT_TARGET_RANDOM)
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{
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while (num < targetList.size()) {
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std::list<Unit*>::iterator itr = targetList.begin();
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advance(itr, urand(0, targetList.size()-1));
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targetList.erase(itr);
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}
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}
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else
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targetList.resize(num);
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}
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float UnitAI::DoGetSpellMaxRange(uint32 spellId, bool positive)
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{
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return GetSpellMaxRange(spellId, positive);
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}
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void UnitAI::DoAddAuraToAllHostilePlayers(uint32 spellid)
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{
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if (me->isInCombat())
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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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if (Unit *pTemp = Unit::GetUnit(*me,(*itr)->getUnitGuid()))
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if (pTemp->GetTypeId() == TYPEID_PLAYER)
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me->AddAura(spellid, pTemp);
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}
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}else
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return;
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}
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void UnitAI::DoCastToAllHostilePlayers(uint32 spellid, bool triggered)
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{
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if (me->isInCombat())
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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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if (Unit *pTemp = Unit::GetUnit(*me,(*itr)->getUnitGuid()))
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if (pTemp->GetTypeId() == TYPEID_PLAYER)
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me->CastSpell(pTemp, spellid, triggered);
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}
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}else
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return;
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}
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void UnitAI::DoCast(uint32 spellId)
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{
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Unit *target = NULL;
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//sLog.outError("aggre %u %u", spellId, (uint32)AISpellInfo[spellId].target);
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switch(AISpellInfo[spellId].target)
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{
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default:
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case AITARGET_SELF: target = me; break;
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case AITARGET_VICTIM: target = me->getVictim(); break;
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case AITARGET_ENEMY:
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{
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const SpellEntry * spellInfo = GetSpellStore()->LookupEntry(spellId);
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bool playerOnly = spellInfo->AttributesEx3 & SPELL_ATTR_EX3_PLAYERS_ONLY;
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//float range = GetSpellMaxRange(spellInfo, false);
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target = SelectTarget(SELECT_TARGET_RANDOM, 0, GetSpellMaxRange(spellInfo, false), playerOnly);
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break;
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}
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case AITARGET_ALLY: target = me; break;
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case AITARGET_BUFF: target = me; break;
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case AITARGET_DEBUFF:
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{
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const SpellEntry * spellInfo = GetSpellStore()->LookupEntry(spellId);
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bool playerOnly = spellInfo->AttributesEx3 & SPELL_ATTR_EX3_PLAYERS_ONLY;
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float range = GetSpellMaxRange(spellInfo, false);
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DefaultTargetSelector targetSelector(me, range, playerOnly, -(int32)spellId);
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if (!(spellInfo->Attributes & SPELL_ATTR_BREAKABLE_BY_DAMAGE)
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&& !(spellInfo->AuraInterruptFlags & AURA_INTERRUPT_FLAG_NOT_VICTIM)
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&& targetSelector(me->getVictim()))
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target = me->getVictim();
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else
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target = SelectTarget(SELECT_TARGET_RANDOM, 0, targetSelector);
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break;
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}
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}
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if (target)
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me->CastSpell(target, spellId, false);
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}
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#define UPDATE_TARGET(a) {if (AIInfo->target<a) AIInfo->target=a;}
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void UnitAI::FillAISpellInfo()
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{
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AISpellInfo = new AISpellInfoType[GetSpellStore()->GetNumRows()];
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AISpellInfoType *AIInfo = AISpellInfo;
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const SpellEntry * spellInfo;
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for (uint32 i = 0; i < GetSpellStore()->GetNumRows(); ++i, ++AIInfo)
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{
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spellInfo = GetSpellStore()->LookupEntry(i);
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if (!spellInfo)
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continue;
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if (spellInfo->Attributes & SPELL_ATTR_CASTABLE_WHILE_DEAD)
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AIInfo->condition = AICOND_DIE;
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else if (IsPassiveSpell(i) || GetSpellDuration(spellInfo) == -1)
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AIInfo->condition = AICOND_AGGRO;
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else
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AIInfo->condition = AICOND_COMBAT;
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if (AIInfo->cooldown < spellInfo->RecoveryTime)
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AIInfo->cooldown = spellInfo->RecoveryTime;
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if (!GetSpellMaxRange(spellInfo, false))
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UPDATE_TARGET(AITARGET_SELF)
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else
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{
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for (uint32 j = 0; j < 3; ++j)
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{
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uint32 targetType = spellInfo->EffectImplicitTargetA[j];
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if (targetType == TARGET_UNIT_TARGET_ENEMY
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|| targetType == TARGET_DST_TARGET_ENEMY)
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UPDATE_TARGET(AITARGET_VICTIM)
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else if (targetType == TARGET_UNIT_AREA_ENEMY_DST)
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UPDATE_TARGET(AITARGET_ENEMY)
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if (spellInfo->Effect[j] == SPELL_EFFECT_APPLY_AURA)
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{
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if (targetType == TARGET_UNIT_TARGET_ENEMY)
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UPDATE_TARGET(AITARGET_DEBUFF)
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else if (IsPositiveSpell(i))
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UPDATE_TARGET(AITARGET_BUFF)
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}
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}
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}
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AIInfo->realCooldown = spellInfo->RecoveryTime + spellInfo->StartRecoveryTime;
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SpellRangeEntry const* srange = sSpellRangeStore.LookupEntry(spellInfo->rangeIndex);
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if (srange)
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AIInfo->maxRange = srange->maxRangeHostile * 3 / 4;
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}
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}
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//Enable PlayerAI when charmed
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void PlayerAI::OnCharmed(bool apply) { me->IsAIEnabled = apply; }
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void SimpleCharmedAI::UpdateAI(const uint32 /*diff*/)
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{
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Creature *charmer = me->GetCharmer()->ToCreature();
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//kill self if charm aura has infinite duration
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if (charmer->IsInEvadeMode())
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{
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Unit::AuraEffectList const& auras = me->GetAuraEffectsByType(SPELL_AURA_MOD_CHARM);
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for (Unit::AuraEffectList::const_iterator iter = auras.begin(); iter != auras.end(); ++iter)
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if ((*iter)->GetCasterGUID() == charmer->GetGUID() && (*iter)->GetBase()->IsPermanent())
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{
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charmer->Kill(me);
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return;
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}
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}
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if (!charmer->isInCombat())
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me->GetMotionMaster()->MoveFollow(charmer, PET_FOLLOW_DIST, me->GetFollowAngle());
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Unit *target = me->getVictim();
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if (!target || !charmer->canAttack(target))
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AttackStart(charmer->SelectNearestTargetInAttackDistance());
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}
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