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authormaximius <none@none>2009-09-10 09:59:16 -0700
committermaximius <none@none>2009-09-10 09:59:16 -0700
commit5633ea57d11e23d8609994bd2ee9cdf7e36ed5e7 (patch)
tree7518b778737a45d768b1f67edaef5bffcbb105c2 /src/game/PetAI.cpp
parent580b3f8805bf307fe057ea852aa469fe9f5e4848 (diff)
*MrSmite's PetAI patch, plus Hawthorne's Instant Flight Paths (now with actual code! >_<)
--HG-- branch : trunk
Diffstat (limited to 'src/game/PetAI.cpp')
-rw-r--r--src/game/PetAI.cpp232
1 files changed, 215 insertions, 17 deletions
diff --git a/src/game/PetAI.cpp b/src/game/PetAI.cpp
index 0fcc707b104..db7270bf553 100644
--- a/src/game/PetAI.cpp
+++ b/src/game/PetAI.cpp
@@ -70,19 +70,10 @@ void PetAI::_stopAttack()
return;
}
- Unit* owner = m_creature->GetCharmerOrOwner();
-
- if(owner && m_creature->GetCharmInfo() && m_creature->GetCharmInfo()->HasCommandState(COMMAND_FOLLOW))
- {
- m_creature->GetMotionMaster()->MoveFollow(owner,PET_FOLLOW_DIST, m_creature->GetFollowAngle());
- }
- else
- {
- m_creature->clearUnitState(UNIT_STAT_FOLLOW);
- m_creature->GetMotionMaster()->Clear();
- m_creature->GetMotionMaster()->MoveIdle();
- }
+ // MrSmite 09-05-2009 PetAI_v1.0
m_creature->AttackStop();
+ me->GetCharmInfo()->SetIsCommandAttack(false);
+ HandleReturnMovement();
}
void PetAI::UpdateAI(const uint32 diff)
@@ -109,10 +100,14 @@ void PetAI::UpdateAI(const uint32 diff)
}
else if(owner && m_creature->GetCharmInfo()) //no victim
{
- if(owner->isInCombat() && !(m_creature->HasReactState(REACT_PASSIVE) || m_creature->GetCharmInfo()->HasCommandState(COMMAND_STAY)))
- AttackStart(owner->getAttackerForHelper());
- else if(m_creature->GetCharmInfo()->HasCommandState(COMMAND_FOLLOW) && !m_creature->hasUnitState(UNIT_STAT_FOLLOW))
- m_creature->GetMotionMaster()->MoveFollow(owner,PET_FOLLOW_DIST, m_creature->GetFollowAngle());
+ // MrSmite 05-09-2009 PetAI_v1.0
+
+ Unit *nextTarget = SelectNextTarget();
+
+ if (nextTarget)
+ AttackStart(nextTarget);
+ else
+ HandleReturnMovement();
}
else if (owner && !m_creature->hasUnitState(UNIT_STAT_FOLLOW)) // no charm info and no victim
m_creature->GetMotionMaster()->MoveFollow(owner,PET_FOLLOW_DIST, m_creature->GetFollowAngle());
@@ -170,7 +165,8 @@ void PetAI::UpdateAI(const uint32 diff)
Spell *spell = new Spell(m_creature, spellInfo, false, 0);
- if (inCombat && !m_creature->hasUnitState(UNIT_STAT_FOLLOW) && spell->CanAutoCast(m_creature->getVictim()))
+ // MrSmite 09-05-2009 PetAI_v1.0 - Fix to allow pets on STAY to autocast
+ if (inCombat && _CanAttack(me->getVictim()) && spell->CanAutoCast(me->getVictim()))
{
targetSpellStore.push_back(std::make_pair<Unit*, Spell*>(m_creature->getVictim(), spell));
continue;
@@ -270,3 +266,205 @@ void PetAI::UpdateAllies()
else //remove group
m_AllySet.insert(owner->GetGUID());
}
+
+void PetAI::KilledUnit(Unit *victim)
+{
+ // MrSmite 09-09-2009 PetAI_v1.2
+
+ // Called from Unit::Kill() in case where pet or owner kills something
+ // if owner killed this victim, pet may still be attacking something else
+ if (me->getVictim() && me->getVictim() != victim)
+ return;
+
+ // Clear target just in case. May help problem where health / focus / mana
+ // regen gets stuck. Also resets attack command.
+ _stopAttack();
+
+ Unit *nextTarget = SelectNextTarget();
+
+ if (nextTarget)
+ AttackStart(nextTarget);
+ else
+ HandleReturnMovement(); // Return
+}
+
+void PetAI::AttackStart(Unit *target)
+{
+ // MrSmite 09-05-2009 PetAI_v1.0
+ // Overrides Unit::AttackStart to correctly evaluate Pet states
+
+ // Check all pet states to decide if we can attack this target
+ if (!_CanAttack(target))
+ return;
+
+ // We can attack, should we chase or not?
+ if (me->GetCharmInfo()->HasCommandState(COMMAND_FOLLOW))
+ DoAttack(target,true); // FOLLOW, attack with chase
+ else
+ {
+ if (me->GetCharmInfo()->IsCommandAttack())
+ DoAttack(target,true); // STAY or FOLLOW, player clicked "attack" so attack with chase
+ else
+ DoAttack(target,false); // STAY, target in range, attack not clicked so attack without chase
+ }
+}
+
+Unit *PetAI::SelectNextTarget()
+{
+ // MrSmite 09-05-2009 PetAI_v1.0
+
+ // Provides next target selection after current target death
+
+ // Passive pets don't do next target selection
+ if (me->HasReactState(REACT_PASSIVE))
+ return NULL;
+
+ // Check pet's attackers first to prevent dragging mobs back
+ // to owner
+ if (me->getAttackerForHelper())
+ return me->getAttackerForHelper();
+
+ // Check owner's attackers if pet didn't have any
+ if (me->GetCharmerOrOwner()->getAttackerForHelper())
+ return me->GetCharmerOrOwner()->getAttackerForHelper();
+
+ // Default
+ return NULL;
+}
+
+void PetAI::HandleReturnMovement()
+{
+ // MrSmite 09-05-2009 PetAI_v1.0
+
+ // Handles moving the pet back to stay or owner
+
+ if (me->GetCharmInfo()->HasCommandState(COMMAND_STAY))
+ {
+ if (!me->GetCharmInfo()->IsAtStay() && !me->GetCharmInfo()->IsReturning())
+ {
+ // Return to previous position where stay was clicked
+ if (!me->GetCharmInfo()->IsCommandAttack())
+ {
+ float x,y,z;
+
+ me->GetCharmInfo()->GetStayPosition(x, y, z);
+ me->GetCharmInfo()->SetIsReturning(true);
+ me->GetMotionMaster()->Clear();
+ me->GetMotionMaster()->MovePoint(me->GetGUIDLow(),x,y,z);
+ }
+ }
+ }
+ else // COMMAND_FOLLOW
+ {
+ if (!me->GetCharmInfo()->IsFollowing() && !me->GetCharmInfo()->IsReturning())
+ {
+ if (!me->GetCharmInfo()->IsCommandAttack())
+ {
+ me->GetCharmInfo()->SetIsReturning(true);
+ me->GetMotionMaster()->Clear();
+ me->GetMotionMaster()->MoveFollow(me->GetCharmerOrOwner(), PET_FOLLOW_DIST, me->GetFollowAngle());
+ }
+ }
+ }
+
+}
+
+void PetAI::DoAttack(Unit *target, bool chase)
+{
+ // Handles attack with or without chase and also resets all
+ // PetAI flags for next update / creature kill
+
+ // me->GetCharmInfo()->SetIsCommandAttack(false);
+
+ // The following conditions are true if chase == true
+ // (Follow && (Aggressive || Defensive))
+ // ((Stay || Follow) && (Passive && player clicked attack))
+
+ if (chase)
+ {
+ if (me->Attack(target,true))
+ {
+ me->GetCharmInfo()->SetIsAtStay(false);
+ me->GetCharmInfo()->SetIsFollowing(false);
+ me->GetCharmInfo()->SetIsReturning(false);
+ me->GetMotionMaster()->Clear();
+ me->GetMotionMaster()->MoveChase(target);
+ }
+ }
+ else // (Stay && ((Aggressive || Defensive) && In Melee Range)))
+ {
+ me->GetCharmInfo()->SetIsAtStay(true);
+ me->GetCharmInfo()->SetIsFollowing(false);
+ me->GetCharmInfo()->SetIsReturning(false);
+ me->Attack(target,true);
+ }
+}
+
+void PetAI::MovementInform(uint32 moveType, uint32 data)
+{
+ // MrSmite 09-05-2009 PetAI_v1.0
+ // Receives notification when pet reaches stay or follow owner
+ switch (moveType)
+ {
+ case POINT_MOTION_TYPE:
+ {
+ // Pet is returning to where stay was clicked. data should be
+ // pet's GUIDLow since we set that as the waypoint ID
+ if (data == me->GetGUIDLow() && me->GetCharmInfo()->IsReturning())
+ {
+ me->GetCharmInfo()->SetIsAtStay(true);
+ me->GetCharmInfo()->SetIsReturning(false);
+ me->GetCharmInfo()->SetIsFollowing(false);
+ me->GetCharmInfo()->SetIsCommandAttack(false);
+ me->GetMotionMaster()->Clear();
+ me->GetMotionMaster()->MoveIdle();
+ }
+ }
+ break;
+
+ case TARGETED_MOTION_TYPE:
+ {
+ // If data is owner's GUIDLow then we've reached follow point,
+ // otherwise we're probably chasing a creature
+ if (data == me->GetCharmerOrOwner()->GetGUIDLow() && me->GetCharmInfo()->IsReturning())
+ {
+ me->GetCharmInfo()->SetIsAtStay(false);
+ me->GetCharmInfo()->SetIsReturning(false);
+ me->GetCharmInfo()->SetIsFollowing(true);
+ me->GetCharmInfo()->SetIsCommandAttack(false);
+ me->addUnitState(UNIT_STAT_FOLLOW);
+ }
+ }
+ break;
+
+ default:
+ break;
+ }
+}
+
+bool PetAI::_CanAttack(Unit *target)
+{
+ // Evaluates wether a pet can attack a specific
+ // target based on CommandState, ReactState and other flags
+
+ // Returning - check first since pets returning ignore attacks
+ if (me->GetCharmInfo()->IsReturning())
+ return false;
+
+ // Passive - check now so we don't have to worry about passive in later checks
+ if (me->HasReactState(REACT_PASSIVE))
+ return me->GetCharmInfo()->IsCommandAttack();
+
+ // From this point on, pet will always be either aggressive or defensive
+
+ // Stay - can attack if target is within range or commanded to
+ if (me->GetCharmInfo()->HasCommandState(COMMAND_STAY))
+ return (me->IsWithinMeleeRange(target, MIN_MELEE_REACH) || me->GetCharmInfo()->IsCommandAttack());
+
+ // Follow
+ if (me->GetCharmInfo()->HasCommandState(COMMAND_FOLLOW))
+ return true;
+
+ // default, though we shouldn't ever get here
+ return false;
+} \ No newline at end of file