mirror of
https://github.com/TrinityCore/TrinityCore.git
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409 lines
13 KiB
C++
409 lines
13 KiB
C++
/*
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* This file is part of the TrinityCore Project. See AUTHORS file for Copyright information
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "CreatureAI.h"
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#include "AreaBoundary.h"
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#include "Containers.h"
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#include "Creature.h"
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#include "CreatureAIImpl.h"
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#include "CreatureTextMgr.h"
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#include "Language.h"
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#include "Log.h"
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#include "Map.h"
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#include "MapReference.h"
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#include "MotionMaster.h"
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#include "Player.h"
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#include "SpellMgr.h"
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#include "TemporarySummon.h"
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#include "Vehicle.h"
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#include "World.h"
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//Disable CreatureAI when charmed
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void CreatureAI::OnCharmed(bool apply)
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{
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if (apply)
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{
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me->NeedChangeAI = true;
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me->IsAIEnabled = false;
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}
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}
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std::unordered_map<std::pair<uint32, Difficulty>, AISpellInfoType> UnitAI::AISpellInfo;
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AISpellInfoType* GetAISpellInfo(uint32 spellId, Difficulty difficulty)
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{
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return Trinity::Containers::MapGetValuePtr(UnitAI::AISpellInfo, { spellId, difficulty });
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}
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CreatureAI::CreatureAI(Creature* creature) : UnitAI(creature), me(creature), _boundary(nullptr), _negateBoundary(false), m_MoveInLineOfSight_locked(false)
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{
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}
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CreatureAI::~CreatureAI()
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{
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}
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void CreatureAI::Talk(uint8 id, WorldObject const* whisperTarget /*= nullptr*/)
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{
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sCreatureTextMgr->SendChat(me, id, whisperTarget);
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}
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void CreatureAI::DoZoneInCombat(Creature* creature /*= nullptr*/, float maxRangeToNearestTarget /* = 250.0f*/)
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{
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if (!creature)
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creature = me;
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Map* map = creature->GetMap();
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if (creature->CanHaveThreatList())
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{
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if (!map->IsDungeon()) //use IsDungeon instead of Instanceable, in case battlegrounds will be instantiated
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{
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TC_LOG_ERROR("misc", "DoZoneInCombat call for map that isn't an instance (creature entry = %d)", creature->GetTypeId() == TYPEID_UNIT ? creature->ToCreature()->GetEntry() : 0);
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return;
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}
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if (!creature->HasReactState(REACT_PASSIVE) && !creature->GetVictim())
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{
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if (Unit* nearTarget = creature->SelectNearestTarget(maxRangeToNearestTarget))
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creature->AI()->AttackStart(nearTarget);
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else if (creature->IsSummon())
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{
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if (Unit* summoner = creature->ToTempSummon()->GetSummoner())
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{
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if (creature->IsFriendlyTo(summoner))
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{
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Unit* target = summoner->getAttackerForHelper();
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if (target && creature->IsHostileTo(target))
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creature->AI()->AttackStart(target);
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}
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}
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}
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}
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// Intended duplicated check, the code above this should select a victim
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// If it can't find a suitable attack target then we should error out.
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if (!creature->HasReactState(REACT_PASSIVE) && !creature->GetVictim())
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{
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TC_LOG_ERROR("misc.dozoneincombat", "DoZoneInCombat called for creature that has empty threat list (creature entry = %u)", creature->GetEntry());
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return;
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}
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}
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Map::PlayerList const& playerList = map->GetPlayers();
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if (playerList.isEmpty())
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return;
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for (Map::PlayerList::const_iterator itr = playerList.begin(); itr != playerList.end(); ++itr)
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if (Player* player = itr->GetSource())
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if (player->IsAlive())
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creature->EngageWithTarget(player);
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}
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// scripts does not take care about MoveInLineOfSight loops
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// MoveInLineOfSight can be called inside another MoveInLineOfSight and cause stack overflow
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void CreatureAI::MoveInLineOfSight_Safe(Unit* who)
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{
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if (m_MoveInLineOfSight_locked == true)
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return;
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m_MoveInLineOfSight_locked = true;
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MoveInLineOfSight(who);
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m_MoveInLineOfSight_locked = false;
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}
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void CreatureAI::MoveInLineOfSight(Unit* who)
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{
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if (me->IsEngaged())
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return;
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if (me->HasReactState(REACT_AGGRESSIVE) && me->CanStartAttack(who, false))
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me->EngageWithTarget(who);
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}
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void CreatureAI::_OnOwnerCombatInteraction(Unit* target)
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{
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if (!target || !me->IsAlive())
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return;
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if (!me->HasReactState(REACT_PASSIVE) && me->CanStartAttack(target, true))
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me->EngageWithTarget(target);
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}
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// Distract creature, if player gets too close while stealthed/prowling
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void CreatureAI::TriggerAlert(Unit const* who) const
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{
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// If there's no target, or target isn't a player do nothing
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if (!who || who->GetTypeId() != TYPEID_PLAYER)
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return;
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// If this unit isn't an NPC, is already distracted, is fighting, is confused, stunned or fleeing, do nothing
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if (me->GetTypeId() != TYPEID_UNIT || me->IsEngaged() || me->HasUnitState(UNIT_STATE_CONFUSED | UNIT_STATE_STUNNED | UNIT_STATE_FLEEING | UNIT_STATE_DISTRACTED))
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return;
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// Only alert for hostiles!
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if (me->IsCivilian() || me->HasReactState(REACT_PASSIVE) || !me->IsHostileTo(who) || !me->_IsTargetAcceptable(who))
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return;
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// Send alert sound (if any) for this creature
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me->SendAIReaction(AI_REACTION_ALERT);
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// Face the unit (stealthed player) and set distracted state for 5 seconds
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me->GetMotionMaster()->MoveDistract(5 * IN_MILLISECONDS);
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me->StopMoving();
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me->SetFacingTo(me->GetAngle(who));
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}
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void CreatureAI::EnterEvadeMode(EvadeReason why)
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{
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if (!_EnterEvadeMode(why))
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return;
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TC_LOG_DEBUG("entities.unit", "Creature %u enters evade mode.", me->GetEntry());
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if (!me->GetVehicle()) // otherwise me will be in evade mode forever
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{
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if (Unit* owner = me->GetCharmerOrOwner())
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{
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me->GetMotionMaster()->Clear(false);
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me->GetMotionMaster()->MoveFollow(owner, PET_FOLLOW_DIST, me->GetFollowAngle(), MOTION_SLOT_ACTIVE);
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}
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else
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{
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// Required to prevent attacking creatures that are evading and cause them to reenter combat
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// Does not apply to MoveFollow
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me->AddUnitState(UNIT_STATE_EVADE);
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me->GetMotionMaster()->MoveTargetedHome();
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}
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}
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Reset();
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if (me->IsVehicle()) // use the same sequence of addtoworld, aireset may remove all summons!
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me->GetVehicleKit()->Reset(true);
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}
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void CreatureAI::SetGazeOn(Unit* target)
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{
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if (me->IsValidAttackTarget(target))
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{
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if (!me->IsFocusing(nullptr, true) && target != me->GetVictim())
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AttackStart(target);
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me->SetReactState(REACT_PASSIVE);
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}
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}
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bool CreatureAI::UpdateVictimWithGaze()
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{
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if (!me->IsEngaged())
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return false;
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if (me->HasReactState(REACT_PASSIVE))
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{
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if (me->GetVictim())
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return true;
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else
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me->SetReactState(REACT_AGGRESSIVE);
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}
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if (Unit* victim = me->SelectVictim())
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if (!me->IsFocusing(nullptr, true) && victim != me->GetVictim())
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AttackStart(victim);
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return me->GetVictim() != nullptr;
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}
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bool CreatureAI::UpdateVictim()
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{
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if (!me->IsEngaged())
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return false;
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if (!me->HasReactState(REACT_PASSIVE))
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{
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if (Unit* victim = me->SelectVictim())
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if (!me->IsFocusing(nullptr, true) && victim != me->GetVictim())
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AttackStart(victim);
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return me->GetVictim() != nullptr;
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}
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else if (!me->IsInCombat())
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{
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EnterEvadeMode(EVADE_REASON_NO_HOSTILES);
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return false;
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}
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else if (me->GetVictim())
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me->AttackStop();
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return true;
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}
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bool CreatureAI::_EnterEvadeMode(EvadeReason /*why*/)
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{
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if (!me->IsAlive())
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return false;
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me->RemoveAurasOnEvade();
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// sometimes bosses stuck in combat?
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me->GetThreatManager().ClearAllThreat();
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me->CombatStop(true);
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me->SetLootRecipient(nullptr);
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me->ResetPlayerDamageReq();
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me->SetLastDamagedTime(0);
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me->SetCannotReachTarget(false);
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me->DoNotReacquireTarget();
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if (me->IsInEvadeMode())
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return false;
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return true;
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}
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Optional<QuestGiverStatus> CreatureAI::GetDialogStatus(Player* /*player*/)
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{
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return {};
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}
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const uint32 BOUNDARY_VISUALIZE_CREATURE = 15425;
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const float BOUNDARY_VISUALIZE_CREATURE_SCALE = 0.25f;
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const int8 BOUNDARY_VISUALIZE_STEP_SIZE = 1;
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const int32 BOUNDARY_VISUALIZE_FAILSAFE_LIMIT = 750;
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const float BOUNDARY_VISUALIZE_SPAWN_HEIGHT = 5.0f;
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int32 CreatureAI::VisualizeBoundary(uint32 duration, Unit* owner, bool fill) const
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{
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typedef std::pair<int32, int32> coordinate;
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if (!owner)
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return -1;
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if (!_boundary || _boundary->empty())
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return LANG_CREATURE_MOVEMENT_NOT_BOUNDED;
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std::queue<coordinate> Q;
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std::unordered_set<coordinate> alreadyChecked;
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std::unordered_set<coordinate> outOfBounds;
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Position startPosition = owner->GetPosition();
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if (!CheckBoundary(&startPosition))
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{ // fall back to creature position
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startPosition = me->GetPosition();
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if (!CheckBoundary(&startPosition))
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{ // fall back to creature home position
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startPosition = me->GetHomePosition();
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if (!CheckBoundary(&startPosition))
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return LANG_CREATURE_NO_INTERIOR_POINT_FOUND;
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}
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}
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float spawnZ = startPosition.GetPositionZ() + BOUNDARY_VISUALIZE_SPAWN_HEIGHT;
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bool boundsWarning = false;
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Q.push({ 0,0 });
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while (!Q.empty())
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{
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coordinate front = Q.front();
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bool hasOutOfBoundsNeighbor = false;
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for (coordinate off : std::initializer_list<coordinate>{{1,0}, {0,1}, {-1,0}, {0,-1}})
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{
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coordinate next(front.first + off.first, front.second + off.second);
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if (next.first > BOUNDARY_VISUALIZE_FAILSAFE_LIMIT || next.first < -BOUNDARY_VISUALIZE_FAILSAFE_LIMIT || next.second > BOUNDARY_VISUALIZE_FAILSAFE_LIMIT || next.second < -BOUNDARY_VISUALIZE_FAILSAFE_LIMIT)
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{
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boundsWarning = true;
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continue;
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}
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if (alreadyChecked.find(next) == alreadyChecked.end()) // never check a coordinate twice
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{
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Position nextPos(startPosition.GetPositionX() + next.first*BOUNDARY_VISUALIZE_STEP_SIZE, startPosition.GetPositionY() + next.second*BOUNDARY_VISUALIZE_STEP_SIZE, startPosition.GetPositionZ());
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if (CheckBoundary(&nextPos))
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Q.push(next);
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else
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{
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outOfBounds.insert(next);
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hasOutOfBoundsNeighbor = true;
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}
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alreadyChecked.insert(next);
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}
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else
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if (outOfBounds.find(next) != outOfBounds.end())
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hasOutOfBoundsNeighbor = true;
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}
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if (fill || hasOutOfBoundsNeighbor)
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if (TempSummon* point = owner->SummonCreature(BOUNDARY_VISUALIZE_CREATURE, Position(startPosition.GetPositionX() + front.first*BOUNDARY_VISUALIZE_STEP_SIZE, startPosition.GetPositionY() + front.second*BOUNDARY_VISUALIZE_STEP_SIZE, spawnZ), TEMPSUMMON_TIMED_DESPAWN, duration * IN_MILLISECONDS))
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{
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point->SetObjectScale(BOUNDARY_VISUALIZE_CREATURE_SCALE);
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point->AddUnitFlag(UNIT_FLAG_STUNNED);
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point->SetImmuneToAll(true);
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if (!hasOutOfBoundsNeighbor)
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point->AddUnitFlag(UNIT_FLAG_NOT_SELECTABLE);
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}
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Q.pop();
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}
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return boundsWarning ? LANG_CREATURE_MOVEMENT_MAYBE_UNBOUNDED : 0;
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}
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bool CreatureAI::CheckBoundary(Position const* who) const
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{
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if (!_boundary)
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return true;
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if (!who)
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who = me;
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return (CreatureAI::IsInBounds(*_boundary, who) != _negateBoundary);
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}
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bool CreatureAI::IsInBounds(CreatureBoundary const& boundary, Position const* pos)
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{
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for (AreaBoundary const* areaBoundary : boundary)
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if (!areaBoundary->IsWithinBoundary(pos))
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return false;
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return true;
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}
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void CreatureAI::SetBoundary(CreatureBoundary const* boundary, bool negateBoundaries /*= false*/)
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{
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_boundary = boundary;
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_negateBoundary = negateBoundaries;
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me->DoImmediateBoundaryCheck();
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}
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bool CreatureAI::CheckInRoom()
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{
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if (CheckBoundary())
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return true;
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else
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{
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EnterEvadeMode(EVADE_REASON_BOUNDARY);
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return false;
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}
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}
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Creature* CreatureAI::DoSummon(uint32 entry, Position const& pos, uint32 despawnTime, TempSummonType summonType)
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{
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return me->SummonCreature(entry, pos, summonType, despawnTime);
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}
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Creature* CreatureAI::DoSummon(uint32 entry, WorldObject* obj, float radius, uint32 despawnTime, TempSummonType summonType)
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{
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Position pos = obj->GetRandomNearPosition(radius);
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return me->SummonCreature(entry, pos, summonType, despawnTime);
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}
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Creature* CreatureAI::DoSummonFlyer(uint32 entry, WorldObject* obj, float flightZ, float radius, uint32 despawnTime, TempSummonType summonType)
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{
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Position pos = obj->GetRandomNearPosition(radius);
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pos.m_positionZ += flightZ;
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return me->SummonCreature(entry, pos, summonType, despawnTime);
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}
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