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authorNeo2003 <none@none>2008-10-02 16:23:55 -0500
committerNeo2003 <none@none>2008-10-02 16:23:55 -0500
commit9b1c0e006f20091f28f3f468cfcab1feb51286bd (patch)
treeb5d1ba94a656e6679f8737f9ea6bed1239b73b14 /src/game/PetAI.cpp
[svn] * Proper SVN structureinit
--HG-- branch : trunk
Diffstat (limited to 'src/game/PetAI.cpp')
-rw-r--r--src/game/PetAI.cpp352
1 files changed, 352 insertions, 0 deletions
diff --git a/src/game/PetAI.cpp b/src/game/PetAI.cpp
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+++ b/src/game/PetAI.cpp
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+/*
+ * Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.org/>
+ *
+ * This program is free software; you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation; either version 2 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software
+ * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+ */
+
+#include "PetAI.h"
+#include "Errors.h"
+#include "Pet.h"
+#include "Player.h"
+#include "Database/DBCStores.h"
+#include "Spell.h"
+#include "ObjectAccessor.h"
+#include "SpellMgr.h"
+#include "Creature.h"
+#include "World.h"
+#include "Util.h"
+
+int PetAI::Permissible(const Creature *creature)
+{
+ if( creature->isPet())
+ return PERMIT_BASE_SPECIAL;
+
+ return PERMIT_BASE_NO;
+}
+
+PetAI::PetAI(Creature &c) : i_pet(c), i_victimGuid(0), i_tracker(TIME_INTERVAL_LOOK)
+{
+ m_AllySet.clear();
+ UpdateAllies();
+}
+
+void PetAI::MoveInLineOfSight(Unit *u)
+{
+ if( !i_pet.getVictim() && i_pet.GetCharmInfo() &&
+ i_pet.GetCharmInfo()->HasReactState(REACT_AGGRESSIVE) &&
+ u->isTargetableForAttack() && i_pet.IsHostileTo( u ) &&
+ u->isInAccessablePlaceFor(&i_pet))
+ {
+ float attackRadius = i_pet.GetAttackDistance(u);
+ if(i_pet.IsWithinDistInMap(u, attackRadius) && i_pet.GetDistanceZ(u) <= CREATURE_Z_ATTACK_RANGE)
+ {
+ if(i_pet.IsWithinLOSInMap(u))
+ {
+ AttackStart(u);
+ u->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH);
+ }
+ }
+ }
+}
+
+void PetAI::AttackStart(Unit *u)
+{
+ if( i_pet.getVictim() || !u || i_pet.isPet() && ((Pet&)i_pet).getPetType()==MINI_PET )
+ return;
+
+ if(i_pet.Attack(u,true))
+ {
+ i_pet.clearUnitState(UNIT_STAT_FOLLOW);
+ // TMGs call CreatureRelocation which via MoveInLineOfSight can call this function
+ // thus with the following clear the original TMG gets invalidated and crash, doh
+ // hope it doesn't start to leak memory without this :-/
+ //i_pet->Clear();
+ i_victimGuid = u->GetGUID();
+ i_pet.GetMotionMaster()->MoveChase(u);
+ }
+}
+
+void PetAI::EnterEvadeMode()
+{
+}
+
+bool PetAI::IsVisible(Unit *pl) const
+{
+ return _isVisible(pl);
+}
+
+bool PetAI::_needToStop() const
+{
+ if(!i_pet.getVictim() || !i_pet.isAlive())
+ return true;
+
+ // This is needed for charmed creatures, as once their target was reset other effects can trigger threat
+ if(i_pet.isCharmed() && i_pet.getVictim() == i_pet.GetCharmer())
+ return true;
+
+ return !i_pet.getVictim()->isTargetableForAttack();
+}
+
+void PetAI::_stopAttack()
+{
+ if( !i_victimGuid )
+ return;
+
+ Unit* victim = ObjectAccessor::GetUnit(i_pet, i_victimGuid );
+
+ if ( !victim )
+ return;
+
+ assert(!i_pet.getVictim() || i_pet.getVictim() == victim);
+
+ if( !i_pet.isAlive() )
+ {
+ DEBUG_LOG("Creature stoped attacking cuz his dead [guid=%u]", i_pet.GetGUIDLow());
+ i_pet.StopMoving();
+ i_pet.GetMotionMaster()->Clear();
+ i_pet.GetMotionMaster()->MoveIdle();
+ i_victimGuid = 0;
+ i_pet.CombatStop();
+ i_pet.getHostilRefManager().deleteReferences();
+
+ return;
+ }
+ else if( !victim )
+ {
+ DEBUG_LOG("Creature stopped attacking because victim is non exist [guid=%u]", i_pet.GetGUIDLow());
+ }
+ else if( !victim->isAlive() )
+ {
+ DEBUG_LOG("Creature stopped attacking cuz his victim is dead [guid=%u]", i_pet.GetGUIDLow());
+ }
+ else if( victim->HasStealthAura() )
+ {
+ DEBUG_LOG("Creature stopped attacking cuz his victim is stealth [guid=%u]", i_pet.GetGUIDLow());
+ }
+ else if( victim->isInFlight() )
+ {
+ DEBUG_LOG("Creature stopped attacking cuz his victim is fly away [guid=%u]", i_pet.GetGUIDLow());
+ }
+ else
+ {
+ DEBUG_LOG("Creature stopped attacking due to target out run him [guid=%u]", i_pet.GetGUIDLow());
+ }
+
+ Unit* owner = i_pet.GetCharmerOrOwner();
+
+ if(owner && i_pet.GetCharmInfo() && i_pet.GetCharmInfo()->HasCommandState(COMMAND_FOLLOW))
+ {
+ i_pet.GetMotionMaster()->MoveFollow(owner,PET_FOLLOW_DIST,PET_FOLLOW_ANGLE);
+ }
+ else
+ {
+ i_pet.clearUnitState(UNIT_STAT_FOLLOW);
+ i_pet.GetMotionMaster()->Clear();
+ i_pet.GetMotionMaster()->MoveIdle();
+ }
+ i_victimGuid = 0;
+ i_pet.AttackStop();
+}
+
+void PetAI::UpdateAI(const uint32 diff)
+{
+ // update i_victimGuid if i_pet.getVictim() !=0 and changed
+ if(i_pet.getVictim())
+ i_victimGuid = i_pet.getVictim()->GetGUID();
+
+ Unit* owner = i_pet.GetCharmerOrOwner();
+
+ if(m_updateAlliesTimer <= diff)
+ // UpdateAllies self set update timer
+ UpdateAllies();
+ else
+ m_updateAlliesTimer -= diff;
+
+ // i_pet.getVictim() can't be used for check in case stop fighting, i_pet.getVictim() clear at Unit death etc.
+ if( i_victimGuid )
+ {
+ if( _needToStop() )
+ {
+ DEBUG_LOG("Pet AI stoped attacking [guid=%u]", i_pet.GetGUIDLow());
+ _stopAttack(); // i_victimGuid == 0 && i_pet.getVictim() == NULL now
+ return;
+ }
+ else if( i_pet.IsStopped() || i_pet.IsWithinDistInMap(i_pet.getVictim(), ATTACK_DISTANCE))
+ {
+ // required to be stopped cases
+ if ( i_pet.IsStopped() && i_pet.IsNonMeleeSpellCasted(false) )
+ {
+ if( i_pet.hasUnitState(UNIT_STAT_FOLLOW) )
+ i_pet.InterruptNonMeleeSpells(false);
+ else
+ return;
+ }
+ // not required to be stopped case
+ else if( i_pet.isAttackReady() && i_pet.canReachWithAttack(i_pet.getVictim()) )
+ {
+ i_pet.AttackerStateUpdate(i_pet.getVictim());
+
+ i_pet.resetAttackTimer();
+
+ if ( !i_pet.getVictim() )
+ return;
+
+ //if pet misses its target, it will also be the first in threat list
+ i_pet.getVictim()->AddThreat(&i_pet,0.0f);
+
+ if( _needToStop() )
+ _stopAttack();
+ }
+ }
+ }
+ else if(owner && i_pet.GetCharmInfo())
+ {
+ if(owner->isInCombat() && !(i_pet.GetCharmInfo()->HasReactState(REACT_PASSIVE) || i_pet.GetCharmInfo()->HasCommandState(COMMAND_STAY)))
+ {
+ AttackStart(owner->getAttackerForHelper());
+ }
+ else if(i_pet.GetCharmInfo()->HasCommandState(COMMAND_FOLLOW))
+ {
+ if (!i_pet.hasUnitState(UNIT_STAT_FOLLOW) )
+ {
+ i_pet.GetMotionMaster()->MoveFollow(owner,PET_FOLLOW_DIST,PET_FOLLOW_ANGLE);
+ }
+ }
+ }
+
+ //Autocast
+ HM_NAMESPACE::hash_map<uint32, Unit*> targetMap;
+ targetMap.clear();
+ SpellCastTargets NULLtargets;
+
+ for (uint8 i = 0; i < i_pet.GetPetAutoSpellSize(); i++)
+ {
+ uint32 spellID = i_pet.GetPetAutoSpellOnPos(i);
+ if (!spellID)
+ continue;
+
+ SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellID);
+ if (!spellInfo)
+ continue;
+
+ Spell *spell = new Spell(&i_pet, spellInfo, false, 0);
+
+ if(!IsPositiveSpell(spellInfo->Id) && i_pet.getVictim() && !_needToStop() && !i_pet.hasUnitState(UNIT_STAT_FOLLOW) && spell->CanAutoCast(i_pet.getVictim()))
+ targetMap[spellID] = i_pet.getVictim();
+ else
+ {
+ spell->m_targets = NULLtargets;
+ for(std::set<uint64>::iterator tar = m_AllySet.begin(); tar != m_AllySet.end(); ++tar)
+ {
+ Unit* Target = ObjectAccessor::GetUnit(i_pet,*tar);
+
+ //only buff targets that are in combat, unless the spell can only be cast while out of combat
+ if(!Target || (!Target->isInCombat() && !IsNonCombatSpell(spellInfo)))
+ continue;
+ if(spell->CanAutoCast(Target))
+ targetMap[spellID] = Target;
+ }
+ }
+
+ delete spell;
+ }
+
+ //found units to cast on to
+ if(!targetMap.empty())
+ {
+ uint32 index = urand(1, targetMap.size());
+ HM_NAMESPACE::hash_map<uint32, Unit*>::iterator itr;
+ uint32 i;
+ for(itr = targetMap.begin(), i = 1; i < index; ++itr, ++i);
+
+ SpellEntry const *spellInfo = sSpellStore.LookupEntry(itr->first);
+
+ Spell *spell = new Spell(&i_pet, spellInfo, false);
+
+ SpellCastTargets targets;
+ targets.setUnitTarget( itr->second );
+
+ if(!i_pet.HasInArc(M_PI, itr->second))
+ {
+ i_pet.SetInFront(itr->second);
+ if( itr->second->GetTypeId() == TYPEID_PLAYER )
+ i_pet.SendUpdateToPlayer( (Player*)itr->second );
+
+ if(owner && owner->GetTypeId() == TYPEID_PLAYER)
+ i_pet.SendUpdateToPlayer( (Player*)owner );
+ }
+
+ i_pet.AddCreatureSpellCooldown(itr->first);
+ if(i_pet.isPet())
+ ((Pet*)&i_pet)->CheckLearning(itr->first);
+
+ spell->prepare(&targets);
+ }
+ targetMap.clear();
+}
+
+bool PetAI::_isVisible(Unit *u) const
+{
+ //return false; //( ((Creature*)&i_pet)->GetDistanceSq(u) * 1.0<= sWorld.getConfig(CONFIG_SIGHT_GUARDER) && !u->m_stealth && u->isAlive());
+ return i_pet.GetDistance(u) < sWorld.getConfig(CONFIG_SIGHT_GUARDER)
+ && u->isVisibleForOrDetect(&i_pet,true);
+}
+
+void PetAI::UpdateAllies()
+{
+ Unit* owner = i_pet.GetCharmerOrOwner();
+ Group *pGroup = NULL;
+
+ m_updateAlliesTimer = 10000; //update friendly targets every 10 seconds, lesser checks increase performance
+
+ if(!owner)
+ return;
+ else if(owner->GetTypeId() == TYPEID_PLAYER)
+ pGroup = ((Player*)owner)->GetGroup();
+
+ //only pet and owner/not in group->ok
+ if(m_AllySet.size() == 2 && !pGroup)
+ return;
+ //owner is in group; group members filled in already (no raid -> subgroupcount = whole count)
+ if(pGroup && !pGroup->isRaidGroup() && m_AllySet.size() == (pGroup->GetMembersCount() + 2))
+ return;
+
+ m_AllySet.clear();
+ m_AllySet.insert(i_pet.GetGUID());
+ if(pGroup) //add group
+ {
+ for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
+ {
+ Player* Target = itr->getSource();
+ if(!Target || !pGroup->SameSubGroup((Player*)owner, Target))
+ continue;
+
+ if(Target->GetGUID() == owner->GetGUID())
+ continue;
+
+ m_AllySet.insert(Target->GetGUID());
+ }
+ }
+ else //remove group
+ m_AllySet.insert(owner->GetGUID());
+}
+
+void PetAI::AttackedBy(Unit *attacker)
+{
+ //when attacked, fight back in case 1)no victim already AND 2)not set to passive AND 3)not set to stay, unless can it can reach attacker with melee attack anyway
+ if(!i_pet.getVictim() && i_pet.GetCharmInfo() && !i_pet.GetCharmInfo()->HasReactState(REACT_PASSIVE) &&
+ (!i_pet.GetCharmInfo()->HasCommandState(COMMAND_STAY) || i_pet.canReachWithAttack(attacker)))
+ AttackStart(attacker);
+}