diff options
author | Rat <none@none> | 2010-06-05 23:40:08 +0200 |
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committer | Rat <none@none> | 2010-06-05 23:40:08 +0200 |
commit | 75b80d9f5b02a643c983b2fb1ededed79fd5d133 (patch) | |
tree | ebd1c2cc12a2715909dd04c1ed147a260c6ceb14 /src/server/game/AI/PetAI.cpp | |
parent | 6a9357b13d7ea6bd7d77dbfc6587af9028caa401 (diff) |
rearranged core files
--HG--
branch : trunk
Diffstat (limited to 'src/server/game/AI/PetAI.cpp')
-rw-r--r-- | src/server/game/AI/PetAI.cpp | 471 |
1 files changed, 471 insertions, 0 deletions
diff --git a/src/server/game/AI/PetAI.cpp b/src/server/game/AI/PetAI.cpp new file mode 100644 index 00000000000..09ec8fae53f --- /dev/null +++ b/src/server/game/AI/PetAI.cpp @@ -0,0 +1,471 @@ +/* + * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/> + * + * Copyright (C) 2008-2010 Trinity <http://www.trinitycore.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 "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) : CreatureAI(c), i_tracker(TIME_INTERVAL_LOOK) +{ + m_AllySet.clear(); + UpdateAllies(); +} + +void PetAI::EnterEvadeMode() +{ +} + +bool PetAI::_needToStop() const +{ + // This is needed for charmed creatures, as once their target was reset other effects can trigger threat + if (me->isCharmed() && me->getVictim() == me->GetCharmer()) + return true; + + return !me->canAttack(me->getVictim()); +} + +void PetAI::_stopAttack() +{ + if (!me->isAlive()) + { + DEBUG_LOG("Creature stoped attacking cuz his dead [guid=%u]", me->GetGUIDLow()); + me->GetMotionMaster()->Clear(); + me->GetMotionMaster()->MoveIdle(); + me->CombatStop(); + me->getHostileRefManager().deleteReferences(); + + return; + } + + me->AttackStop(); + me->GetCharmInfo()->SetIsCommandAttack(false); + HandleReturnMovement(); +} + +void PetAI::UpdateAI(const uint32 diff) +{ + if (!me->isAlive()) + return; + + Unit* owner = me->GetCharmerOrOwner(); + + if (m_updateAlliesTimer <= diff) + // UpdateAllies self set update timer + UpdateAllies(); + else + m_updateAlliesTimer -= diff; + + // me->getVictim() can't be used for check in case stop fighting, me->getVictim() clear at Unit death etc. + if (me->getVictim()) + { + if (_needToStop()) + { + DEBUG_LOG("Pet AI stoped attacking [guid=%u]", me->GetGUIDLow()); + _stopAttack(); + return; + } + + DoMeleeAttackIfReady(); + } + else if (owner && me->GetCharmInfo()) //no victim + { + Unit *nextTarget = SelectNextTarget(); + + if (nextTarget) + AttackStart(nextTarget); + else + HandleReturnMovement(); + } + else if (owner && !me->hasUnitState(UNIT_STAT_FOLLOW)) // no charm info and no victim + me->GetMotionMaster()->MoveFollow(owner,PET_FOLLOW_DIST, me->GetFollowAngle()); + + if (!me->GetCharmInfo()) + return; + + // Autocast (casted only in combat or persistent spells in any state) + if (me->GetGlobalCooldown() == 0 && !me->hasUnitState(UNIT_STAT_CASTING)) + { + typedef std::vector<std::pair<Unit*, Spell*> > TargetSpellList; + TargetSpellList targetSpellStore; + + for (uint8 i = 0; i < me->GetPetAutoSpellSize(); ++i) + { + uint32 spellID = me->GetPetAutoSpellOnPos(i); + if (!spellID) + continue; + + SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellID); + if (!spellInfo) + continue; + + // ignore some combinations of combat state and combat/noncombat spells + if (!me->getVictim()) + { + // ignore attacking spells, and allow only self/around spells + if (!IsPositiveSpell(spellInfo->Id)) + continue; + + // non combat spells allowed + // only pet spells have IsNonCombatSpell and not fit this reqs: + // Consume Shadows, Lesser Invisibility, so ignore checks for its + if (!IsNonCombatSpell(spellInfo)) + { + // allow only spell without spell cost or with spell cost but not duration limit + int32 duration = GetSpellDuration(spellInfo); + if ((spellInfo->manaCost || spellInfo->ManaCostPercentage || spellInfo->manaPerSecond) && duration > 0) + continue; + + // allow only spell without cooldown > duration + int32 cooldown = GetSpellRecoveryTime(spellInfo); + if (cooldown >= 0 && duration >= 0 && cooldown > duration) + continue; + } + } + else + { + // just ignore non-combat spells + if (IsNonCombatSpell(spellInfo)) + continue; + } + + Spell *spell = new Spell(me, spellInfo, false, 0); + + // Fix to allow pets on STAY to autocast + if (me->getVictim() && _CanAttack(me->getVictim()) && spell->CanAutoCast(me->getVictim())) + { + targetSpellStore.push_back(std::make_pair<Unit*, Spell*>(me->getVictim(), spell)); + continue; + } + else + { + bool spellUsed = false; + for (std::set<uint64>::const_iterator tar = m_AllySet.begin(); tar != m_AllySet.end(); ++tar) + { + Unit* Target = ObjectAccessor::GetUnit(*me,*tar); + + //only buff targets that are in combat, unless the spell can only be cast while out of combat + if (!Target) + continue; + + if (spell->CanAutoCast(Target)) + { + targetSpellStore.push_back(std::make_pair<Unit*, Spell*>(Target, spell)); + spellUsed = true; + break; + } + } + if (!spellUsed) + delete spell; + } + } + + //found units to cast on to + if (!targetSpellStore.empty()) + { + uint32 index = urand(0, targetSpellStore.size() - 1); + + Spell* spell = targetSpellStore[index].second; + Unit* target = targetSpellStore[index].first; + + targetSpellStore.erase(targetSpellStore.begin() + index); + + SpellCastTargets targets; + targets.setUnitTarget(target); + + if (!me->HasInArc(M_PI, target)) + { + me->SetInFront(target); + if (target && target->GetTypeId() == TYPEID_PLAYER) + me->SendUpdateToPlayer(target->ToPlayer()); + + if (owner && owner->GetTypeId() == TYPEID_PLAYER) + me->SendUpdateToPlayer(owner->ToPlayer()); + } + + me->AddCreatureSpellCooldown(spell->m_spellInfo->Id); + + spell->prepare(&targets); + } + + // deleted cached Spell objects + for (TargetSpellList::const_iterator itr = targetSpellStore.begin(); itr != targetSpellStore.end(); ++itr) + delete itr->second; + } +} + +void PetAI::UpdateAllies() +{ + Unit* owner = me->GetCharmerOrOwner(); + Group *pGroup = NULL; + + m_updateAlliesTimer = 10*IN_MILISECONDS; //update friendly targets every 10 seconds, lesser checks increase performance + + if (!owner) + return; + else if (owner->GetTypeId() == TYPEID_PLAYER) + pGroup = owner->ToPlayer()->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(me->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::KilledUnit(Unit *victim) +{ + // 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. + // Can't use _stopAttack() because that activates movement handlers and ignores + // next target selection + me->AttackStop(); + me->GetCharmInfo()->SetIsCommandAttack(false); + + Unit *nextTarget = SelectNextTarget(); + + if (nextTarget) + AttackStart(nextTarget); + else + HandleReturnMovement(); // Return +} + +void PetAI::AttackStart(Unit *target) +{ + // 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() +{ + // 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(); + + // 3.0.2 - Pets now start attacking their owners target in defensive mode as soon as the hunter does + if (me->GetCharmerOrOwner()->getVictim()) + return me->GetCharmerOrOwner()->getVictim(); + + // Default + return NULL; +} + +void PetAI::HandleReturnMovement() +{ + // 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) +{ + // 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 (me->GetCharmerOrOwner() && me->GetCharmInfo() && 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(); + + // Pets commanded to attack should not stop their approach if attacked by another creature + if (me->getVictim() && (me->getVictim() != target)) + 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; +} |