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authorRat <none@none>2010-06-05 23:40:08 +0200
committerRat <none@none>2010-06-05 23:40:08 +0200
commit75b80d9f5b02a643c983b2fb1ededed79fd5d133 (patch)
treeebd1c2cc12a2715909dd04c1ed147a260c6ceb14 /src/server/game/AI/PetAI.cpp
parent6a9357b13d7ea6bd7d77dbfc6587af9028caa401 (diff)
rearranged core files
--HG-- branch : trunk
Diffstat (limited to 'src/server/game/AI/PetAI.cpp')
-rw-r--r--src/server/game/AI/PetAI.cpp471
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;
+}