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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/ScriptedAI
parent6a9357b13d7ea6bd7d77dbfc6587af9028caa401 (diff)
rearranged core files
--HG-- branch : trunk
Diffstat (limited to 'src/server/game/AI/ScriptedAI')
-rw-r--r--src/server/game/AI/ScriptedAI/ScriptedCreature.cpp740
-rw-r--r--src/server/game/AI/ScriptedAI/ScriptedCreature.h290
-rw-r--r--src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp506
-rw-r--r--src/server/game/AI/ScriptedAI/ScriptedEscortAI.h116
-rw-r--r--src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp387
-rw-r--r--src/server/game/AI/ScriptedAI/ScriptedFollowerAI.h67
-rw-r--r--src/server/game/AI/ScriptedAI/ScriptedGossip.h187
-rw-r--r--src/server/game/AI/ScriptedAI/ScriptedGuardAI.cpp194
-rw-r--r--src/server/game/AI/ScriptedAI/ScriptedGuardAI.h45
-rw-r--r--src/server/game/AI/ScriptedAI/ScriptedInstance.h20
-rw-r--r--src/server/game/AI/ScriptedAI/ScriptedSimpleAI.cpp278
-rw-r--r--src/server/game/AI/ScriptedAI/ScriptedSimpleAI.h71
-rw-r--r--src/server/game/AI/ScriptedAI/ScriptedSmartAI.cpp8
-rw-r--r--src/server/game/AI/ScriptedAI/ScriptedSmartAI.h8
14 files changed, 2917 insertions, 0 deletions
diff --git a/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp b/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp
new file mode 100644
index 00000000000..8c4ddd14f07
--- /dev/null
+++ b/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp
@@ -0,0 +1,740 @@
+/* Copyright (C) 2008-2010 Trinity <http://www.trinitycore.org/>
+ *
+ * Thanks to the original authors: ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
+ *
+ * This program is free software licensed under GPL version 2
+ * Please see the included DOCS/LICENSE.TXT for more information */
+
+#include "ScriptedPch.h"
+#include "Item.h"
+#include "Spell.h"
+#include "ObjectMgr.h"
+#include "TemporarySummon.h"
+
+// Spell summary for ScriptedAI::SelectSpell
+struct TSpellSummary
+{
+ uint8 Targets; // set of enum SelectTarget
+ uint8 Effects; // set of enum SelectEffect
+} *SpellSummary;
+
+void SummonList::DoZoneInCombat(uint32 entry)
+{
+ for (iterator i = begin(); i != end();)
+ {
+ Creature *summon = Unit::GetCreature(*me, *i);
+ ++i;
+ if (summon && summon->IsAIEnabled
+ && (!entry || summon->GetEntry() == entry))
+ summon->AI()->DoZoneInCombat();
+ }
+}
+
+void SummonList::DoAction(uint32 entry, uint32 info)
+{
+ for (iterator i = begin(); i != end();)
+ {
+ Creature *summon = Unit::GetCreature(*me, *i);
+ ++i;
+ if (summon && summon->IsAIEnabled
+ && (!entry || summon->GetEntry() == entry))
+ summon->AI()->DoAction(info);
+ }
+}
+
+void SummonList::DespawnEntry(uint32 entry)
+{
+ for (iterator i = begin(); i != end();)
+ {
+ Creature *summon = Unit::GetCreature(*me, *i);
+ if (!summon)
+ erase(i++);
+ else if (summon->GetEntry() == entry)
+ {
+ erase(i++);
+ summon->setDeathState(JUST_DIED);
+ summon->RemoveCorpse();
+ }
+ else
+ ++i;
+ }
+}
+
+void SummonList::DespawnAll()
+{
+ while (!empty())
+ {
+ Creature *summon = Unit::GetCreature(*me, *begin());
+ if (!summon)
+ erase(begin());
+ else
+ {
+ erase(begin());
+ if (summon->isSummon())
+ {
+ summon->DestroyForNearbyPlayers();
+ CAST_SUM(summon)->UnSummon();
+ }
+ else
+ summon->DisappearAndDie();
+ }
+ }
+}
+
+ScriptedAI::ScriptedAI(Creature* pCreature) : CreatureAI(pCreature),
+ me(pCreature),
+ IsFleeing(false),
+ m_bCombatMovement(true),
+ m_uiEvadeCheckCooldown(2500)
+{
+ m_heroicMode = me->GetMap()->IsHeroic();
+ m_difficulty = Difficulty(me->GetMap()->GetSpawnMode());
+}
+
+void ScriptedAI::AttackStartNoMove(Unit* pWho)
+{
+ if (!pWho)
+ return;
+
+ if (me->Attack(pWho, false))
+ DoStartNoMovement(pWho);
+}
+
+void ScriptedAI::UpdateAI(const uint32 /*uiDiff*/)
+{
+ //Check if we have a current target
+ if (!UpdateVictim())
+ return;
+
+ if (me->isAttackReady())
+ {
+ //If we are within range melee the target
+ if (me->IsWithinMeleeRange(me->getVictim()))
+ {
+ me->AttackerStateUpdate(me->getVictim());
+ me->resetAttackTimer();
+ }
+ }
+}
+
+void ScriptedAI::DoStartMovement(Unit* pVictim, float fDistance, float fAngle)
+{
+ if (pVictim)
+ me->GetMotionMaster()->MoveChase(pVictim, fDistance, fAngle);
+}
+
+void ScriptedAI::DoStartNoMovement(Unit* pVictim)
+{
+ if (!pVictim)
+ return;
+
+ me->GetMotionMaster()->MoveIdle();
+}
+
+void ScriptedAI::DoStopAttack()
+{
+ if (me->getVictim())
+ me->AttackStop();
+}
+
+void ScriptedAI::DoCastSpell(Unit* pTarget, SpellEntry const* pSpellInfo, bool bTriggered)
+{
+ if (!pTarget || me->IsNonMeleeSpellCasted(false))
+ return;
+
+ me->StopMoving();
+ me->CastSpell(pTarget, pSpellInfo, bTriggered);
+}
+
+void ScriptedAI::DoPlaySoundToSet(WorldObject* pSource, uint32 uiSoundId)
+{
+ if (!pSource)
+ return;
+
+ if (!GetSoundEntriesStore()->LookupEntry(uiSoundId))
+ {
+ error_log("TSCR: Invalid soundId %u used in DoPlaySoundToSet (Source: TypeId %u, GUID %u)", uiSoundId, pSource->GetTypeId(), pSource->GetGUIDLow());
+ return;
+ }
+
+ pSource->PlayDirectSound(uiSoundId);
+}
+
+Creature* ScriptedAI::DoSpawnCreature(uint32 uiId, float fX, float fY, float fZ, float fAngle, uint32 uiType, uint32 uiDespawntime)
+{
+ return me->SummonCreature(uiId, me->GetPositionX()+fX, me->GetPositionY()+fY, me->GetPositionZ()+fZ, fAngle, (TempSummonType)uiType, uiDespawntime);
+}
+
+Unit* ScriptedAI::SelectUnit(SelectAggroTarget pTarget, uint32 uiPosition)
+{
+ //ThreatList m_threatlist;
+ std::list<HostileReference*>& threatlist = me->getThreatManager().getThreatList();
+ std::list<HostileReference*>::iterator itr = threatlist.begin();
+ std::list<HostileReference*>::reverse_iterator ritr = threatlist.rbegin();
+
+ if (uiPosition >= threatlist.size() || !threatlist.size())
+ return NULL;
+
+ switch (pTarget)
+ {
+ case SELECT_TARGET_RANDOM:
+ advance (itr , uiPosition + (rand() % (threatlist.size() - uiPosition)));
+ return Unit::GetUnit((*me),(*itr)->getUnitGuid());
+ break;
+
+ case SELECT_TARGET_TOPAGGRO:
+ advance (itr , uiPosition);
+ return Unit::GetUnit((*me),(*itr)->getUnitGuid());
+ break;
+
+ case SELECT_TARGET_BOTTOMAGGRO:
+ advance (ritr , uiPosition);
+ return Unit::GetUnit((*me),(*ritr)->getUnitGuid());
+ break;
+
+ default:
+ return UnitAI::SelectTarget(pTarget, uiPosition);
+ }
+}
+
+SpellEntry const* ScriptedAI::SelectSpell(Unit* pTarget, uint32 uiSchool, uint32 uiMechanic, SelectTargetType selectTargets, uint32 uiPowerCostMin, uint32 uiPowerCostMax, float fRangeMin, float fRangeMax, SelectEffect selectEffects)
+{
+ //No target so we can't cast
+ if (!pTarget)
+ return false;
+
+ //Silenced so we can't cast
+ if (me->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SILENCED))
+ return false;
+
+ //Using the extended script system we first create a list of viable spells
+ SpellEntry const* apSpell[CREATURE_MAX_SPELLS];
+ memset(apSpell, 0, sizeof(SpellEntry*)*CREATURE_MAX_SPELLS);
+
+ uint32 uiSpellCount = 0;
+
+ SpellEntry const* pTempSpell;
+ SpellRangeEntry const* pTempRange;
+
+ //Check if each spell is viable(set it to null if not)
+ for (uint32 i = 0; i < CREATURE_MAX_SPELLS; i++)
+ {
+ pTempSpell = GetSpellStore()->LookupEntry(me->m_spells[i]);
+
+ //This spell doesn't exist
+ if (!pTempSpell)
+ continue;
+
+ // Targets and Effects checked first as most used restrictions
+ //Check the spell targets if specified
+ if (selectTargets && !(SpellSummary[me->m_spells[i]].Targets & (1 << (selectTargets-1))))
+ continue;
+
+ //Check the type of spell if we are looking for a specific spell type
+ if (selectEffects && !(SpellSummary[me->m_spells[i]].Effects & (1 << (selectEffects-1))))
+ continue;
+
+ //Check for school if specified
+ if (uiSchool && (pTempSpell->SchoolMask & uiSchool) == 0)
+ continue;
+
+ //Check for spell mechanic if specified
+ if (uiMechanic && pTempSpell->Mechanic != uiMechanic)
+ continue;
+
+ //Make sure that the spell uses the requested amount of power
+ if (uiPowerCostMin && pTempSpell->manaCost < uiPowerCostMin)
+ continue;
+
+ if (uiPowerCostMax && pTempSpell->manaCost > uiPowerCostMax)
+ continue;
+
+ //Continue if we don't have the mana to actually cast this spell
+ if (pTempSpell->manaCost > me->GetPower((Powers)pTempSpell->powerType))
+ continue;
+
+ //Get the Range
+ pTempRange = GetSpellRangeStore()->LookupEntry(pTempSpell->rangeIndex);
+
+ //Spell has invalid range store so we can't use it
+ if (!pTempRange)
+ continue;
+
+ //Check if the spell meets our range requirements
+ if (fRangeMin && me->GetSpellMinRangeForTarget(pTarget, pTempRange) < fRangeMin)
+ continue;
+ if (fRangeMax && me->GetSpellMaxRangeForTarget(pTarget, pTempRange) > fRangeMax)
+ continue;
+
+ //Check if our target is in range
+ if (me->IsWithinDistInMap(pTarget, me->GetSpellMinRangeForTarget(pTarget, pTempRange)) || !me->IsWithinDistInMap(pTarget, me->GetSpellMaxRangeForTarget(pTarget, pTempRange)))
+ continue;
+
+ //All good so lets add it to the spell list
+ apSpell[uiSpellCount] = pTempSpell;
+ ++uiSpellCount;
+ }
+
+ //We got our usable spells so now lets randomly pick one
+ if (!uiSpellCount)
+ return NULL;
+
+ return apSpell[rand()%uiSpellCount];
+}
+
+bool ScriptedAI::CanCast(Unit* pTarget, SpellEntry const* pSpell, bool bTriggered)
+{
+ //No target so we can't cast
+ if (!pTarget || !pSpell)
+ return false;
+
+ //Silenced so we can't cast
+ if (!bTriggered && me->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SILENCED))
+ return false;
+
+ //Check for power
+ if (!bTriggered && me->GetPower((Powers)pSpell->powerType) < pSpell->manaCost)
+ return false;
+
+ SpellRangeEntry const* pTempRange = GetSpellRangeStore()->LookupEntry(pSpell->rangeIndex);
+
+ //Spell has invalid range store so we can't use it
+ if (!pTempRange)
+ return false;
+
+ //Unit is out of range of this spell
+ if (me->IsInRange(pTarget, me->GetSpellMinRangeForTarget(pTarget, pTempRange), me->GetSpellMaxRangeForTarget(pTarget, pTempRange)))
+ return false;
+
+ return true;
+}
+
+void FillSpellSummary()
+{
+ SpellSummary = new TSpellSummary[GetSpellStore()->GetNumRows()];
+
+ SpellEntry const* pTempSpell;
+
+ for (uint32 i = 0; i < GetSpellStore()->GetNumRows(); ++i)
+ {
+ SpellSummary[i].Effects = 0;
+ SpellSummary[i].Targets = 0;
+
+ pTempSpell = GetSpellStore()->LookupEntry(i);
+ //This spell doesn't exist
+ if (!pTempSpell)
+ continue;
+
+ for (uint32 j = 0; j < 3; ++j)
+ {
+ //Spell targets self
+ if (pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_CASTER)
+ SpellSummary[i].Targets |= 1 << (SELECT_TARGET_SELF-1);
+
+ //Spell targets a single enemy
+ if (pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_TARGET_ENEMY ||
+ pTempSpell->EffectImplicitTargetA[j] == TARGET_DST_TARGET_ENEMY)
+ SpellSummary[i].Targets |= 1 << (SELECT_TARGET_SINGLE_ENEMY-1);
+
+ //Spell targets AoE at enemy
+ if (pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_AREA_ENEMY_SRC ||
+ pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_AREA_ENEMY_DST ||
+ pTempSpell->EffectImplicitTargetA[j] == TARGET_SRC_CASTER ||
+ pTempSpell->EffectImplicitTargetA[j] == TARGET_DEST_DYNOBJ_ENEMY)
+ SpellSummary[i].Targets |= 1 << (SELECT_TARGET_AOE_ENEMY-1);
+
+ //Spell targets an enemy
+ if (pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_TARGET_ENEMY ||
+ pTempSpell->EffectImplicitTargetA[j] == TARGET_DST_TARGET_ENEMY ||
+ pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_AREA_ENEMY_SRC ||
+ pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_AREA_ENEMY_DST ||
+ pTempSpell->EffectImplicitTargetA[j] == TARGET_SRC_CASTER ||
+ pTempSpell->EffectImplicitTargetA[j] == TARGET_DEST_DYNOBJ_ENEMY)
+ SpellSummary[i].Targets |= 1 << (SELECT_TARGET_ANY_ENEMY-1);
+
+ //Spell targets a single friend(or self)
+ if (pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_CASTER ||
+ pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_TARGET_ALLY ||
+ pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_TARGET_PARTY)
+ SpellSummary[i].Targets |= 1 << (SELECT_TARGET_SINGLE_FRIEND-1);
+
+ //Spell targets aoe friends
+ if (pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_PARTY_CASTER ||
+ pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_PARTY_TARGET ||
+ pTempSpell->EffectImplicitTargetA[j] == TARGET_SRC_CASTER)
+ SpellSummary[i].Targets |= 1 << (SELECT_TARGET_AOE_FRIEND-1);
+
+ //Spell targets any friend(or self)
+ if (pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_CASTER ||
+ pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_TARGET_ALLY ||
+ pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_TARGET_PARTY ||
+ pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_PARTY_CASTER ||
+ pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_PARTY_TARGET ||
+ pTempSpell->EffectImplicitTargetA[j] == TARGET_SRC_CASTER)
+ SpellSummary[i].Targets |= 1 << (SELECT_TARGET_ANY_FRIEND-1);
+
+ //Make sure that this spell includes a damage effect
+ if (pTempSpell->Effect[j] == SPELL_EFFECT_SCHOOL_DAMAGE ||
+ pTempSpell->Effect[j] == SPELL_EFFECT_INSTAKILL ||
+ pTempSpell->Effect[j] == SPELL_EFFECT_ENVIRONMENTAL_DAMAGE ||
+ pTempSpell->Effect[j] == SPELL_EFFECT_HEALTH_LEECH)
+ SpellSummary[i].Effects |= 1 << (SELECT_EFFECT_DAMAGE-1);
+
+ //Make sure that this spell includes a healing effect (or an apply aura with a periodic heal)
+ if (pTempSpell->Effect[j] == SPELL_EFFECT_HEAL ||
+ pTempSpell->Effect[j] == SPELL_EFFECT_HEAL_MAX_HEALTH ||
+ pTempSpell->Effect[j] == SPELL_EFFECT_HEAL_MECHANICAL ||
+ (pTempSpell->Effect[j] == SPELL_EFFECT_APPLY_AURA && pTempSpell->EffectApplyAuraName[j] == 8))
+ SpellSummary[i].Effects |= 1 << (SELECT_EFFECT_HEALING-1);
+
+ //Make sure that this spell applies an aura
+ if (pTempSpell->Effect[j] == SPELL_EFFECT_APPLY_AURA)
+ SpellSummary[i].Effects |= 1 << (SELECT_EFFECT_AURA-1);
+ }
+ }
+}
+
+void ScriptedAI::DoResetThreat()
+{
+ if (!me->CanHaveThreatList() || me->getThreatManager().isThreatListEmpty())
+ {
+ error_log("TSCR: DoResetThreat called for creature that either cannot have threat list or has empty threat list (me entry = %d)", me->GetEntry());
+ return;
+ }
+
+ std::list<HostileReference*>& threatlist = me->getThreatManager().getThreatList();
+
+ for (std::list<HostileReference*>::iterator itr = threatlist.begin(); itr != threatlist.end(); ++itr)
+ {
+ Unit* pUnit = Unit::GetUnit((*me), (*itr)->getUnitGuid());
+
+ if (pUnit && DoGetThreat(pUnit))
+ DoModifyThreatPercent(pUnit, -100);
+ }
+}
+
+float ScriptedAI::DoGetThreat(Unit* pUnit)
+{
+ if (!pUnit) return 0.0f;
+ return me->getThreatManager().getThreat(pUnit);
+}
+
+void ScriptedAI::DoModifyThreatPercent(Unit* pUnit, int32 pct)
+{
+ if (!pUnit) return;
+ me->getThreatManager().modifyThreatPercent(pUnit, pct);
+}
+
+void ScriptedAI::DoTeleportTo(float fX, float fY, float fZ, uint32 uiTime)
+{
+ me->Relocate(fX, fY, fZ);
+ me->SendMonsterMove(fX, fY, fZ, uiTime);
+}
+
+void ScriptedAI::DoTeleportTo(const float fPos[4])
+{
+ me->NearTeleportTo(fPos[0], fPos[1], fPos[2], fPos[3]);
+}
+
+void ScriptedAI::DoTeleportPlayer(Unit* pUnit, float fX, float fY, float fZ, float fO)
+{
+ if (!pUnit || pUnit->GetTypeId() != TYPEID_PLAYER)
+ {
+ if (pUnit)
+ error_log("TSCR: Creature %u (Entry: %u) Tried to teleport non-player unit (Type: %u GUID: %u) to x: %f y:%f z: %f o: %f. Aborted.", me->GetGUID(), me->GetEntry(), pUnit->GetTypeId(), pUnit->GetGUID(), fX, fY, fZ, fO);
+ return;
+ }
+
+ CAST_PLR(pUnit)->TeleportTo(pUnit->GetMapId(), fX, fY, fZ, fO, TELE_TO_NOT_LEAVE_COMBAT);
+}
+
+void ScriptedAI::DoTeleportAll(float fX, float fY, float fZ, float fO)
+{
+ Map *map = me->GetMap();
+ if (!map->IsDungeon())
+ return;
+
+ Map::PlayerList const &PlayerList = map->GetPlayers();
+ for (Map::PlayerList::const_iterator i = PlayerList.begin(); i != PlayerList.end(); ++i)
+ if (Player* i_pl = i->getSource())
+ if (i_pl->isAlive())
+ i_pl->TeleportTo(me->GetMapId(), fX, fY, fZ, fO, TELE_TO_NOT_LEAVE_COMBAT);
+}
+
+Unit* ScriptedAI::DoSelectLowestHpFriendly(float fRange, uint32 uiMinHPDiff)
+{
+ Unit* pUnit = NULL;
+ Trinity::MostHPMissingInRange u_check(me, fRange, uiMinHPDiff);
+ Trinity::UnitLastSearcher<Trinity::MostHPMissingInRange> searcher(me, pUnit, u_check);
+ me->VisitNearbyObject(fRange, searcher);
+
+ return pUnit;
+}
+
+std::list<Creature*> ScriptedAI::DoFindFriendlyCC(float fRange)
+{
+ std::list<Creature*> pList;
+ Trinity::FriendlyCCedInRange u_check(me, fRange);
+ Trinity::CreatureListSearcher<Trinity::FriendlyCCedInRange> searcher(me, pList, u_check);
+ me->VisitNearbyObject(fRange, searcher);
+ return pList;
+}
+
+std::list<Creature*> ScriptedAI::DoFindFriendlyMissingBuff(float fRange, uint32 uiSpellid)
+{
+ std::list<Creature*> pList;
+ Trinity::FriendlyMissingBuffInRange u_check(me, fRange, uiSpellid);
+ Trinity::CreatureListSearcher<Trinity::FriendlyMissingBuffInRange> searcher(me, pList, u_check);
+ me->VisitNearbyObject(fRange, searcher);
+ return pList;
+}
+
+Player* ScriptedAI::GetPlayerAtMinimumRange(float fMinimumRange)
+{
+ Player* pPlayer = NULL;
+
+ CellPair pair(Trinity::ComputeCellPair(me->GetPositionX(), me->GetPositionY()));
+ Cell cell(pair);
+ cell.data.Part.reserved = ALL_DISTRICT;
+ cell.SetNoCreate();
+
+ Trinity::PlayerAtMinimumRangeAway check(me, fMinimumRange);
+ Trinity::PlayerSearcher<Trinity::PlayerAtMinimumRangeAway> searcher(me, pPlayer, check);
+ TypeContainerVisitor<Trinity::PlayerSearcher<Trinity::PlayerAtMinimumRangeAway>, GridTypeMapContainer> visitor(searcher);
+
+ cell.Visit(pair, visitor, *(me->GetMap()));
+
+ return pPlayer;
+}
+
+void ScriptedAI::SetEquipmentSlots(bool bLoadDefault, int32 uiMainHand, int32 uiOffHand, int32 uiRanged)
+{
+ if (bLoadDefault)
+ {
+ if (CreatureInfo const* pInfo = GetCreatureTemplateStore(me->GetEntry()))
+ me->LoadEquipment(pInfo->equipmentId,true);
+
+ return;
+ }
+
+ if (uiMainHand >= 0)
+ me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 0, uint32(uiMainHand));
+
+ if (uiOffHand >= 0)
+ me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 1, uint32(uiOffHand));
+
+ if (uiRanged >= 0)
+ me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 2, uint32(uiRanged));
+}
+
+void ScriptedAI::SetCombatMovement(bool bCombatMove)
+{
+ m_bCombatMovement = bCombatMove;
+}
+
+enum eNPCs
+{
+ NPC_BROODLORD = 12017,
+ NPC_VOID_REAVER = 19516,
+ NPC_JAN_ALAI = 23578,
+ NPC_SARTHARION = 28860
+};
+
+// Hacklike storage used for misc creatures that are expected to evade of outside of a certain area.
+// It is assumed the information is found elswehere and can be handled by the core. So far no luck finding such information/way to extract it.
+bool ScriptedAI::EnterEvadeIfOutOfCombatArea(const uint32 uiDiff)
+{
+ if (m_uiEvadeCheckCooldown <= uiDiff)
+ m_uiEvadeCheckCooldown = 2500;
+ else
+ {
+ m_uiEvadeCheckCooldown -= uiDiff;
+ return false;
+ }
+
+ if (me->IsInEvadeMode() || !me->getVictim())
+ return false;
+
+ float fX = me->GetPositionX();
+ float fY = me->GetPositionY();
+ float fZ = me->GetPositionZ();
+
+ switch(me->GetEntry())
+ {
+ case NPC_BROODLORD: // broodlord (not move down stairs)
+ if (fZ > 448.60f)
+ return false;
+ break;
+ case NPC_VOID_REAVER: // void reaver (calculate from center of room)
+ if (me->GetDistance2d(432.59f, 371.93f) < 105.0f)
+ return false;
+ break;
+ case NPC_JAN_ALAI: // jan'alai (calculate by Z)
+ if (fZ > 12.0f)
+ return false;
+ break;
+ case NPC_SARTHARION: // sartharion (calculate box)
+ if (fX > 3218.86f && fX < 3275.69f && fY < 572.40f && fY > 484.68f)
+ return false;
+ break;
+ default:
+ error_log("TSCR: EnterEvadeIfOutOfCombatArea used for creature entry %u, but does not have any definition.", me->GetEntry());
+ return false;
+ }
+
+ EnterEvadeMode();
+ return true;
+}
+
+void Scripted_NoMovementAI::AttackStart(Unit* pWho)
+{
+ if (!pWho)
+ return;
+
+ if (me->Attack(pWho, true))
+ {
+ DoStartNoMovement(pWho);
+ }
+}
+
+BossAI::BossAI(Creature *c, uint32 id) : ScriptedAI(c)
+, bossId(id), summons(me), instance(c->GetInstanceData())
+, boundary(instance ? instance->GetBossBoundary(id) : NULL)
+{
+}
+
+void BossAI::_Reset()
+{
+ if (!me->isAlive())
+ return;
+
+ events.Reset();
+ summons.DespawnAll();
+ if (instance)
+ instance->SetBossState(bossId, NOT_STARTED);
+}
+
+void BossAI::_JustDied()
+{
+ events.Reset();
+ summons.DespawnAll();
+ if (instance)
+ {
+ instance->SetBossState(bossId, DONE);
+ instance->SaveToDB();
+ }
+}
+
+void BossAI::_EnterCombat()
+{
+ me->setActive(true);
+ DoZoneInCombat();
+ if (instance)
+ instance->SetBossState(bossId, IN_PROGRESS);
+}
+
+void BossAI::TeleportCheaters()
+{
+ float x, y, z;
+ me->GetPosition(x, y, z);
+ std::list<HostileReference*> &m_threatlist = me->getThreatManager().getThreatList();
+ for (std::list<HostileReference*>::iterator itr = m_threatlist.begin(); itr != m_threatlist.end(); ++itr)
+ if ((*itr)->getTarget()->GetTypeId() == TYPEID_PLAYER && !CheckBoundary((*itr)->getTarget()))
+ (*itr)->getTarget()->NearTeleportTo(x, y, z, 0);
+}
+
+bool BossAI::CheckBoundary(Unit *who)
+{
+ if (!boundary || !who)
+ return true;
+
+ for (BossBoundaryMap::const_iterator itr = boundary->begin(); itr != boundary->end(); ++itr)
+ {
+ switch (itr->first)
+ {
+ case BOUNDARY_N:
+ if (me->GetPositionX() > itr->second)
+ return false;
+ break;
+ case BOUNDARY_S:
+ if (me->GetPositionX() < itr->second)
+ return false;
+ break;
+ case BOUNDARY_E:
+ if (me->GetPositionY() < itr->second)
+ return false;
+ break;
+ case BOUNDARY_W:
+ if (me->GetPositionY() > itr->second)
+ return false;
+ break;
+ case BOUNDARY_NW:
+ if (me->GetPositionX() + me->GetPositionY() > itr->second)
+ return false;
+ break;
+ case BOUNDARY_SE:
+ if (me->GetPositionX() + me->GetPositionY() < itr->second)
+ return false;
+ break;
+ case BOUNDARY_NE:
+ if (me->GetPositionX() - me->GetPositionY() > itr->second)
+ return false;
+ break;
+ case BOUNDARY_SW:
+ if (me->GetPositionX() - me->GetPositionY() < itr->second)
+ return false;
+ break;
+ }
+ }
+
+ return true;
+}
+
+void BossAI::JustSummoned(Creature *summon)
+{
+ summons.Summon(summon);
+ if (me->isInCombat())
+ DoZoneInCombat(summon);
+}
+
+void BossAI::SummonedCreatureDespawn(Creature *summon)
+{
+ summons.Despawn(summon);
+}
+
+#define GOBJECT(x) (const_cast<GameObjectInfo*>(GetGameObjectInfo(x)))
+
+void LoadOverridenSQLData()
+{
+ GameObjectInfo *goInfo;
+
+ // Sunwell Plateau : Kalecgos : Spectral Rift
+ goInfo = GOBJECT(187055);
+ if (goInfo)
+ if (goInfo->type == GAMEOBJECT_TYPE_GOOBER)
+ goInfo->goober.lockId = 57; // need LOCKTYPE_QUICK_OPEN
+
+ // Naxxramas : Sapphiron Birth
+ goInfo = GOBJECT(181356);
+ if (goInfo)
+ if (goInfo->type == GAMEOBJECT_TYPE_TRAP)
+ goInfo->trap.radius = 50;
+}
+
+// SD2 grid searchers.
+Creature *GetClosestCreatureWithEntry(WorldObject *pSource, uint32 uiEntry, float fMaxSearchRange, bool bAlive)
+{
+ return pSource->FindNearestCreature(uiEntry, fMaxSearchRange, bAlive);
+}
+GameObject *GetClosestGameObjectWithEntry(WorldObject *pSource, uint32 uiEntry, float fMaxSearchRange)
+{
+ return pSource->FindNearestGameObject(uiEntry, fMaxSearchRange);
+}
+void GetCreatureListWithEntryInGrid(std::list<Creature*>& lList, WorldObject *pSource, uint32 uiEntry, float fMaxSearchRange)
+{
+ return pSource->GetCreatureListWithEntryInGrid(lList, uiEntry, fMaxSearchRange);
+}
+void GetGameObjectListWithEntryInGrid(std::list<GameObject*>& lList, WorldObject *pSource, uint32 uiEntry, float fMaxSearchRange)
+{
+ return pSource->GetGameObjectListWithEntryInGrid(lList, uiEntry, fMaxSearchRange);
+}
diff --git a/src/server/game/AI/ScriptedAI/ScriptedCreature.h b/src/server/game/AI/ScriptedAI/ScriptedCreature.h
new file mode 100644
index 00000000000..a7b8b530f66
--- /dev/null
+++ b/src/server/game/AI/ScriptedAI/ScriptedCreature.h
@@ -0,0 +1,290 @@
+/* Copyright (C) 2008-2010 Trinity <http://www.trinitycore.org/>
+ *
+ * Thanks to the original authors: ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
+ *
+ * This program is free software licensed under GPL version 2
+ * Please see the included DOCS/LICENSE.TXT for more information */
+
+#ifndef SC_CREATURE_H
+#define SC_CREATURE_H
+
+#include "Creature.h"
+#include "CreatureAI.h"
+#include "CreatureAIImpl.h"
+#include "InstanceData.h"
+
+#define SCRIPT_CAST_TYPE dynamic_cast
+//#define SCRIPT_CAST_TYPE static_cast
+
+#define CAST_PLR(a) (SCRIPT_CAST_TYPE<Player*>(a))
+#define CAST_CRE(a) (SCRIPT_CAST_TYPE<Creature*>(a))
+#define CAST_SUM(a) (SCRIPT_CAST_TYPE<TempSummon*>(a))
+#define CAST_PET(a) (SCRIPT_CAST_TYPE<Pet*>(a))
+#define CAST_AI(a,b) (SCRIPT_CAST_TYPE<a*>(b))
+
+#define GET_SPELL(a) (const_cast<SpellEntry*>(GetSpellStore()->LookupEntry(a)))
+
+class ScriptedInstance;
+
+class SummonList : public std::list<uint64>
+{
+ public:
+ explicit SummonList(Creature* creature) : me(creature) {}
+ void Summon(Creature *summon) { push_back(summon->GetGUID()); }
+ void Despawn(Creature *summon) { remove(summon->GetGUID()); }
+ void DespawnEntry(uint32 entry);
+ void DespawnAll();
+ void DoAction(uint32 entry, uint32 info);
+ void DoZoneInCombat(uint32 entry = 0);
+ private:
+ Creature *me;
+};
+
+struct ScriptedAI : public CreatureAI
+{
+ explicit ScriptedAI(Creature* pCreature);
+ virtual ~ScriptedAI() {}
+
+ //*************
+ //CreatureAI Functions
+ //*************
+
+ void AttackStartNoMove(Unit *pTarget);
+
+ // Called at any Damage from any attacker (before damage apply)
+ void DamageTaken(Unit* /*pDone_by*/, uint32& /*uiDamage*/) {}
+
+ //Called at World update tick
+ void UpdateAI(const uint32);
+
+ //Called at creature death
+ void JustDied(Unit* /*who*/){}
+
+ //Called at creature killing another unit
+ void KilledUnit(Unit* /*who*/){}
+
+ // Called when the creature summon successfully other creature
+ void JustSummoned(Creature*) {}
+
+ // Called when a summoned creature is despawned
+ void SummonedCreatureDespawn(Creature*) {}
+
+ // Called when hit by a spell
+ void SpellHit(Unit* /*caster*/, const SpellEntry * /*spell*/) {}
+
+ // Called when spell hits a target
+ void SpellHitTarget(Unit * /*pTarget*/, const SpellEntry * /*spell*/) {}
+
+ //Called at waypoint reached or PointMovement end
+ void MovementInform(uint32 /*type*/, uint32 /*id*/){}
+
+ // Called when AI is temporarily replaced or put back when possess is applied or removed
+ void OnPossess(bool /*apply*/) {}
+
+ //*************
+ // Variables
+ //*************
+
+ //Pointer to creature we are manipulating
+ Creature* me;
+
+ //For fleeing
+ bool IsFleeing;
+
+ //*************
+ //Pure virtual functions
+ //*************
+
+ //Called at creature reset either by death or evade
+ void Reset() {}
+
+ //Called at creature aggro either by MoveInLOS or Attack Start
+ void EnterCombat(Unit* /*who*/) {}
+
+ //*************
+ //AI Helper Functions
+ //*************
+
+ //Start movement toward victim
+ void DoStartMovement(Unit* pVictim, float fDistance = 0, float fAngle = 0);
+
+ //Start no movement on victim
+ void DoStartNoMovement(Unit* pVictim);
+
+ //Stop attack of current victim
+ void DoStopAttack();
+
+ //Cast spell by spell info
+ void DoCastSpell(Unit* pTarget, SpellEntry const* pSpellInfo, bool bTriggered = false);
+
+ //Plays a sound to all nearby players
+ void DoPlaySoundToSet(WorldObject* pSource, uint32 sound);
+
+ //Drops all threat to 0%. Does not remove players from the threat list
+ void DoResetThreat();
+
+ float DoGetThreat(Unit* u);
+ void DoModifyThreatPercent(Unit* pUnit, int32 pct);
+
+ void DoTeleportTo(float fX, float fY, float fZ, uint32 uiTime = 0);
+ void DoTeleportTo(const float pos[4]);
+
+ void DoAction(const int32 /*param*/) {}
+
+ //Teleports a player without dropping threat (only teleports to same map)
+ void DoTeleportPlayer(Unit* pUnit, float fX, float fY, float fZ, float fO);
+ void DoTeleportAll(float fX, float fY, float fZ, float fO);
+
+ //Returns friendly unit with the most amount of hp missing from max hp
+ Unit* DoSelectLowestHpFriendly(float fRange, uint32 uiMinHPDiff = 1);
+
+ //Returns a list of friendly CC'd units within range
+ std::list<Creature*> DoFindFriendlyCC(float fRange);
+
+ //Returns a list of all friendly units missing a specific buff within range
+ std::list<Creature*> DoFindFriendlyMissingBuff(float fRange, uint32 uiSpellId);
+
+ //Return a player with at least minimumRange from me
+ Player* GetPlayerAtMinimumRange(float fMinimumRange);
+
+ //Spawns a creature relative to me
+ Creature* DoSpawnCreature(uint32 uiId, float fX, float fY, float fZ, float fAngle, uint32 uiType, uint32 uiDespawntime);
+
+ //Selects a unit from the creature's current aggro list
+ Unit* SelectUnit(SelectAggroTarget pTarget, uint32 uiPosition);
+
+ bool HealthBelowPct(uint32 pct) const { return me->GetHealth() * 100 < me->GetMaxHealth() * pct; }
+
+ //Returns spells that meet the specified criteria from the creatures spell list
+ SpellEntry const* SelectSpell(Unit* Target, uint32 School, uint32 Mechanic, SelectTargetType Targets, uint32 PowerCostMin, uint32 PowerCostMax, float RangeMin, float RangeMax, SelectEffect Effect);
+
+ //Checks if you can cast the specified spell
+ bool CanCast(Unit* pTarget, SpellEntry const* pSpell, bool bTriggered = false);
+
+ void SetEquipmentSlots(bool bLoadDefault, int32 uiMainHand = EQUIP_NO_CHANGE, int32 uiOffHand = EQUIP_NO_CHANGE, int32 uiRanged = EQUIP_NO_CHANGE);
+
+ //Generally used to control if MoveChase() is to be used or not in AttackStart(). Some creatures does not chase victims
+ void SetCombatMovement(bool CombatMove);
+ bool IsCombatMovement() { return m_bCombatMovement; }
+
+ bool EnterEvadeIfOutOfCombatArea(const uint32 uiDiff);
+
+ // return true for heroic mode. i.e.
+ // - for dungeon in mode 10-heroic,
+ // - for raid in mode 10-Heroic
+ // - for raid in mode 25-heroic
+ // DO NOT USE to check raid in mode 25-normal.
+ bool IsHeroic() { return m_heroicMode; }
+
+ // return the dungeon or raid difficulty
+ Difficulty getDifficulty() { return m_difficulty; }
+
+ template<class T> inline
+ const T& DUNGEON_MODE(const T& normal5, const T& heroic10)
+ {
+ switch(m_difficulty)
+ {
+ case DUNGEON_DIFFICULTY_NORMAL:
+ return normal5;
+ case DUNGEON_DIFFICULTY_HEROIC:
+ return heroic10;
+ }
+
+ return heroic10;
+ }
+
+ template<class T> inline
+ const T& RAID_MODE(const T& normal10, const T& normal25)
+ {
+ switch(m_difficulty)
+ {
+ case RAID_DIFFICULTY_10MAN_NORMAL:
+ return normal10;
+ case RAID_DIFFICULTY_25MAN_NORMAL:
+ return normal25;
+ }
+
+ return normal25;
+ }
+
+ template<class T> inline
+ const T& RAID_MODE(const T& normal10, const T& normal25, const T& heroic10, const T& heroic25)
+ {
+ switch(m_difficulty)
+ {
+ case RAID_DIFFICULTY_10MAN_NORMAL:
+ return normal10;
+ case RAID_DIFFICULTY_25MAN_NORMAL:
+ return normal25;
+ case RAID_DIFFICULTY_10MAN_HEROIC:
+ return heroic10;
+ case RAID_DIFFICULTY_25MAN_HEROIC:
+ return heroic25;
+ }
+
+ return heroic25;
+ }
+
+ private:
+ bool m_bCombatMovement;
+ uint32 m_uiEvadeCheckCooldown;
+
+ bool m_heroicMode;
+ Difficulty m_difficulty;
+};
+
+struct Scripted_NoMovementAI : public ScriptedAI
+{
+ Scripted_NoMovementAI(Creature* creature) : ScriptedAI(creature) {}
+ virtual ~Scripted_NoMovementAI() {}
+
+ //Called at each attack of me by any victim
+ void AttackStart(Unit* who);
+};
+
+struct BossAI : public ScriptedAI
+{
+ BossAI(Creature *c, uint32 id);
+ virtual ~BossAI() {}
+
+ const uint32 bossId;
+ EventMap events;
+ SummonList summons;
+ InstanceData * const instance;
+ const BossBoundaryMap * const boundary;
+
+ void JustSummoned(Creature *summon);
+ void SummonedCreatureDespawn(Creature *summon);
+
+ void UpdateAI(const uint32 diff) = 0;
+
+ void Reset() { _Reset(); }
+ void EnterCombat(Unit * /*who*/) { _EnterCombat(); }
+ void JustDied(Unit * /*killer*/) { _JustDied(); }
+ void JustReachedHome() { me->setActive(false); }
+
+ protected:
+ void _Reset();
+ void _EnterCombat();
+ void _JustDied();
+ void _JustReachedHome() { me->setActive(false); }
+
+ bool CheckInRoom()
+ {
+ if (CheckBoundary(me))
+ return true;
+ EnterEvadeMode();
+ return false;
+ }
+ bool CheckBoundary(Unit *who);
+ void TeleportCheaters();
+};
+
+// SD2 grid searchers.
+Creature *GetClosestCreatureWithEntry(WorldObject *pSource, uint32 uiEntry, float fMaxSearchRange, bool bAlive = true);
+GameObject *GetClosestGameObjectWithEntry(WorldObject *pSource, uint32 uiEntry, float fMaxSearchRange);
+void GetCreatureListWithEntryInGrid(std::list<Creature*>& lList, WorldObject* pSource, uint32 uiEntry, float fMaxSearchRange);
+void GetGameObjectListWithEntryInGrid(std::list<GameObject*>& lList, WorldObject* pSource, uint32 uiEntry, float fMaxSearchRange);
+
+#endif
+
diff --git a/src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp b/src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp
new file mode 100644
index 00000000000..8b7aca888e1
--- /dev/null
+++ b/src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp
@@ -0,0 +1,506 @@
+/* Copyright (C) 2006 - 2009 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
+ * This program is free software licensed under GPL version 2
+ * Please see the included DOCS/LICENSE.TXT for more information */
+
+/* ScriptData
+SDName: Npc_EscortAI
+SD%Complete: 100
+SDComment:
+SDCategory: Npc
+EndScriptData */
+
+#include "ScriptedPch.h"
+#include "ScriptedEscortAI.h"
+
+enum ePoints
+{
+ POINT_LAST_POINT = 0xFFFFFF,
+ POINT_HOME = 0xFFFFFE
+};
+
+npc_escortAI::npc_escortAI(Creature* pCreature) : ScriptedAI(pCreature),
+ m_uiPlayerGUID(0),
+ MaxPlayerDistance(DEFAULT_MAX_PLAYER_DISTANCE),
+ m_uiPlayerCheckTimer(1000),
+ m_uiWPWaitTimer(2500),
+ m_uiEscortState(STATE_ESCORT_NONE),
+ m_bIsActiveAttacker(true),
+ m_bIsRunning(false),
+ DespawnAtEnd(true),
+ DespawnAtFar(true),
+ m_pQuestForEscort(NULL),
+ m_bCanInstantRespawn(false),
+ m_bCanReturnToStart(false),
+ ScriptWP(false)
+{}
+
+void npc_escortAI::AttackStart(Unit* pWho)
+{
+ if (!pWho)
+ return;
+
+ if (me->Attack(pWho, true))
+ {
+ if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == POINT_MOTION_TYPE)
+ me->GetMotionMaster()->MovementExpired();
+
+ if (IsCombatMovement())
+ me->GetMotionMaster()->MoveChase(pWho);
+ }
+}
+
+//see followerAI
+bool npc_escortAI::AssistPlayerInCombat(Unit* pWho)
+{
+ if (!pWho || !pWho->getVictim())
+ return false;
+
+ //experimental (unknown) flag not present
+ if (!(me->GetCreatureInfo()->type_flags & CREATURE_TYPEFLAGS_UNK13))
+ return false;
+
+ //not a player
+ if (!pWho->getVictim()->GetCharmerOrOwnerPlayerOrPlayerItself())
+ return false;
+
+ //never attack friendly
+ if (me->IsFriendlyTo(pWho))
+ return false;
+
+ //too far away and no free sight?
+ if (me->IsWithinDistInMap(pWho, GetMaxPlayerDistance()) && me->IsWithinLOSInMap(pWho))
+ {
+ //already fighting someone?
+ if (!me->getVictim())
+ {
+ AttackStart(pWho);
+ return true;
+ }
+ else
+ {
+ pWho->SetInCombatWith(me);
+ me->AddThreat(pWho, 0.0f);
+ return true;
+ }
+ }
+
+ return false;
+}
+
+void npc_escortAI::MoveInLineOfSight(Unit* pWho)
+{
+ if (!me->hasUnitState(UNIT_STAT_STUNNED) && pWho->isTargetableForAttack() && pWho->isInAccessiblePlaceFor(me))
+ {
+ if (HasEscortState(STATE_ESCORT_ESCORTING) && AssistPlayerInCombat(pWho))
+ return;
+
+ if (!me->canFly() && me->GetDistanceZ(pWho) > CREATURE_Z_ATTACK_RANGE)
+ return;
+
+ if (me->IsHostileTo(pWho))
+ {
+ float fAttackRadius = me->GetAttackDistance(pWho);
+ if (me->IsWithinDistInMap(pWho, fAttackRadius) && me->IsWithinLOSInMap(pWho))
+ {
+ if (!me->getVictim())
+ {
+ pWho->RemoveAurasDueToSpell(SPELL_AURA_MOD_STEALTH);
+ AttackStart(pWho);
+ }
+ else if (me->GetMap()->IsDungeon())
+ {
+ pWho->SetInCombatWith(me);
+ me->AddThreat(pWho, 0.0f);
+ }
+ }
+ }
+ }
+}
+
+void npc_escortAI::JustDied(Unit* /*pKiller*/)
+{
+ if (!HasEscortState(STATE_ESCORT_ESCORTING) || !m_uiPlayerGUID || !m_pQuestForEscort)
+ return;
+
+ if (Player* pPlayer = GetPlayerForEscort())
+ {
+ if (Group* pGroup = pPlayer->GetGroup())
+ {
+ for (GroupReference* pRef = pGroup->GetFirstMember(); pRef != NULL; pRef = pRef->next())
+ {
+ if (Player* pMember = pRef->getSource())
+ {
+ if (pMember->GetQuestStatus(m_pQuestForEscort->GetQuestId()) == QUEST_STATUS_INCOMPLETE)
+ pMember->FailQuest(m_pQuestForEscort->GetQuestId());
+ }
+ }
+ }
+ else
+ {
+ if (pPlayer->GetQuestStatus(m_pQuestForEscort->GetQuestId()) == QUEST_STATUS_INCOMPLETE)
+ pPlayer->FailQuest(m_pQuestForEscort->GetQuestId());
+ }
+ }
+}
+
+void npc_escortAI::JustRespawned()
+{
+ m_uiEscortState = STATE_ESCORT_NONE;
+
+ if (!IsCombatMovement())
+ SetCombatMovement(true);
+
+ //add a small delay before going to first waypoint, normal in near all cases
+ m_uiWPWaitTimer = 2500;
+
+ if (me->getFaction() != me->GetCreatureInfo()->faction_A)
+ me->RestoreFaction();
+
+ Reset();
+}
+
+void npc_escortAI::ReturnToLastPoint()
+{
+ float x, y, z, o;
+ me->GetHomePosition(x, y, z, o);
+ me->GetMotionMaster()->MovePoint(POINT_LAST_POINT, x, y, z);
+}
+
+void npc_escortAI::EnterEvadeMode()
+{
+ me->RemoveAllAuras();
+ me->DeleteThreatList();
+ me->CombatStop(true);
+ me->SetLootRecipient(NULL);
+
+ if (HasEscortState(STATE_ESCORT_ESCORTING))
+ {
+ AddEscortState(STATE_ESCORT_RETURNING);
+ ReturnToLastPoint();
+ debug_log("TSCR: EscortAI has left combat and is now returning to last point");
+ }
+ else
+ {
+ me->GetMotionMaster()->MoveTargetedHome();
+ Reset();
+ }
+}
+
+bool npc_escortAI::IsPlayerOrGroupInRange()
+{
+ if (Player* pPlayer = GetPlayerForEscort())
+ {
+ if (Group* pGroup = pPlayer->GetGroup())
+ {
+ for (GroupReference* pRef = pGroup->GetFirstMember(); pRef != NULL; pRef = pRef->next())
+ {
+ Player* pMember = pRef->getSource();
+
+ if (pMember && me->IsWithinDistInMap(pMember, GetMaxPlayerDistance()))
+ {
+ return true;
+ break;
+ }
+ }
+ }
+ else
+ {
+ if (me->IsWithinDistInMap(pPlayer, GetMaxPlayerDistance()))
+ return true;
+ }
+ }
+ return false;
+}
+
+void npc_escortAI::UpdateAI(const uint32 uiDiff)
+{
+ //Waypoint Updating
+ if (HasEscortState(STATE_ESCORT_ESCORTING) && !me->getVictim() && m_uiWPWaitTimer && !HasEscortState(STATE_ESCORT_RETURNING))
+ {
+ if (m_uiWPWaitTimer <= uiDiff)
+ {
+ //End of the line
+ if (CurrentWP == WaypointList.end())
+ {
+ if (DespawnAtEnd)
+ {
+ debug_log("TSCR: EscortAI reached end of waypoints");
+
+ if (m_bCanReturnToStart)
+ {
+ float fRetX, fRetY, fRetZ;
+ me->GetRespawnCoord(fRetX, fRetY, fRetZ);
+
+ me->GetMotionMaster()->MovePoint(POINT_HOME, fRetX, fRetY, fRetZ);
+
+ m_uiWPWaitTimer = 0;
+
+ debug_log("TSCR: EscortAI are returning home to spawn location: %u, %f, %f, %f", POINT_HOME, fRetX, fRetY, fRetZ);
+ return;
+ }
+
+ if (m_bCanInstantRespawn)
+ {
+ me->setDeathState(JUST_DIED);
+ me->Respawn();
+ }
+ else
+ me->ForcedDespawn();
+
+ return;
+ }
+ else
+ {
+ debug_log("TSCR: EscortAI reached end of waypoints with Despawn off");
+
+ return;
+ }
+ }
+
+ if (!HasEscortState(STATE_ESCORT_PAUSED))
+ {
+ me->GetMotionMaster()->MovePoint(CurrentWP->id, CurrentWP->x, CurrentWP->y, CurrentWP->z);
+ debug_log("TSCR: EscortAI start waypoint %u (%f, %f, %f).", CurrentWP->id, CurrentWP->x, CurrentWP->y, CurrentWP->z);
+
+ WaypointStart(CurrentWP->id);
+
+ m_uiWPWaitTimer = 0;
+ }
+ }
+ else
+ m_uiWPWaitTimer -= uiDiff;
+ }
+
+ //Check if player or any member of his group is within range
+ if (HasEscortState(STATE_ESCORT_ESCORTING) && m_uiPlayerGUID && !me->getVictim() && !HasEscortState(STATE_ESCORT_RETURNING))
+ {
+ if (m_uiPlayerCheckTimer <= uiDiff)
+ {
+ if (DespawnAtFar && !IsPlayerOrGroupInRange())
+ {
+ debug_log("TSCR: EscortAI failed because player/group was to far away or not found");
+
+ if (m_bCanInstantRespawn)
+ {
+ me->setDeathState(JUST_DIED);
+ me->Respawn();
+ }
+ else
+ me->ForcedDespawn();
+
+ return;
+ }
+
+ m_uiPlayerCheckTimer = 1000;
+ }
+ else
+ m_uiPlayerCheckTimer -= uiDiff;
+ }
+
+ UpdateEscortAI(uiDiff);
+}
+
+void npc_escortAI::UpdateEscortAI(const uint32 /*uiDiff*/)
+{
+ if (!UpdateVictim())
+ return;
+
+ DoMeleeAttackIfReady();
+}
+
+void npc_escortAI::MovementInform(uint32 uiMoveType, uint32 uiPointId)
+{
+ if (uiMoveType != POINT_MOTION_TYPE || !HasEscortState(STATE_ESCORT_ESCORTING))
+ return;
+
+ //Combat start position reached, continue waypoint movement
+ if (uiPointId == POINT_LAST_POINT)
+ {
+ debug_log("TSCR: EscortAI has returned to original position before combat");
+
+ if (m_bIsRunning && me->HasUnitMovementFlag(MOVEMENTFLAG_WALK_MODE))
+ me->RemoveUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
+ else if (!m_bIsRunning && !me->HasUnitMovementFlag(MOVEMENTFLAG_WALK_MODE))
+ me->AddUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
+
+ RemoveEscortState(STATE_ESCORT_RETURNING);
+
+ if (!m_uiWPWaitTimer)
+ m_uiWPWaitTimer = 1;
+ }
+ else if (uiPointId == POINT_HOME)
+ {
+ debug_log("TSCR: EscortAI has returned to original home location and will continue from beginning of waypoint list.");
+
+ CurrentWP = WaypointList.begin();
+ m_uiWPWaitTimer = 1;
+ }
+ else
+ {
+ //Make sure that we are still on the right waypoint
+ if (CurrentWP->id != uiPointId)
+ {
+ error_log("TSCR ERROR: EscortAI reached waypoint out of order %u, expected %u, creature entry %u", uiPointId, CurrentWP->id, me->GetEntry());
+ return;
+ }
+
+ debug_log("TSCR: EscortAI Waypoint %u reached", CurrentWP->id);
+
+ //Call WP function
+ WaypointReached(CurrentWP->id);
+
+ m_uiWPWaitTimer = CurrentWP->WaitTimeMs + 1;
+
+ ++CurrentWP;
+ }
+}
+
+/*
+void npc_escortAI::OnPossess(bool apply)
+{
+ // We got possessed in the middle of being escorted, store the point
+ // where we left off to come back to when possess is removed
+ if (HasEscortState(STATE_ESCORT_ESCORTING))
+ {
+ if (apply)
+ me->GetPosition(LastPos.x, LastPos.y, LastPos.z);
+ else
+ {
+ Returning = true;
+ me->GetMotionMaster()->MovementExpired();
+ me->GetMotionMaster()->MovePoint(WP_LAST_POINT, LastPos.x, LastPos.y, LastPos.z);
+ }
+ }
+}
+*/
+
+void npc_escortAI::AddWaypoint(uint32 id, float x, float y, float z, uint32 WaitTimeMs)
+{
+ Escort_Waypoint t(id, x, y, z, WaitTimeMs);
+
+ WaypointList.push_back(t);
+
+ // i think SD2 no longer uses this function
+ ScriptWP = true;
+ /*PointMovement wp;
+ wp.m_uiCreatureEntry = me->GetEntry();
+ wp.m_uiPointId = id;
+ wp.m_fX = x;
+ wp.m_fY = y;
+ wp.m_fZ = z;
+ wp.m_uiWaitTime = WaitTimeMs;
+ PointMovementMap[wp.m_uiCreatureEntry].push_back(wp);*/
+}
+
+void npc_escortAI::FillPointMovementListForCreature()
+{
+ std::vector<ScriptPointMove> const &pPointsEntries = pSystemMgr.GetPointMoveList(me->GetEntry());
+
+ if (pPointsEntries.empty())
+ return;
+
+ std::vector<ScriptPointMove>::const_iterator itr;
+
+ for (itr = pPointsEntries.begin(); itr != pPointsEntries.end(); ++itr)
+ {
+ Escort_Waypoint pPoint(itr->uiPointId, itr->fX, itr->fY, itr->fZ, itr->uiWaitTime);
+ WaypointList.push_back(pPoint);
+ }
+}
+
+void npc_escortAI::SetRun(bool bRun)
+{
+ if (bRun)
+ {
+ if (!m_bIsRunning)
+ me->RemoveUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
+ else
+ debug_log("TSCR: EscortAI attempt to set run mode, but is already running.");
+ }
+ else
+ {
+ if (m_bIsRunning)
+ me->AddUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
+ else
+ debug_log("TSCR: EscortAI attempt to set walk mode, but is already walking.");
+ }
+ m_bIsRunning = bRun;
+}
+
+//TODO: get rid of this many variables passed in function.
+void npc_escortAI::Start(bool bIsActiveAttacker, bool bRun, uint64 uiPlayerGUID, const Quest* pQuest, bool bInstantRespawn, bool bCanLoopPath)
+{
+ if (me->getVictim())
+ {
+ error_log("TSCR ERROR: EscortAI attempt to Start while in combat. Scriptname: %s, creature entry: %u", me->GetScriptName().c_str(), me->GetEntry());
+ return;
+ }
+
+ if (HasEscortState(STATE_ESCORT_ESCORTING))
+ {
+ error_log("TSCR: EscortAI attempt to Start while already escorting.");
+ return;
+ }
+
+ if (!ScriptWP) // sd2 never adds wp in script, but tc does
+ {
+
+ if (!WaypointList.empty())
+ WaypointList.clear();
+
+ FillPointMovementListForCreature();
+
+ }
+
+ if (WaypointList.empty())
+ {
+ error_db_log("TSCR: EscortAI Start with 0 waypoints (possible missing entry in script_waypoint. Quest: %u).", pQuest ? pQuest->GetQuestId() : 0);
+ return;
+ }
+
+ //set variables
+ m_bIsActiveAttacker = bIsActiveAttacker;
+ m_bIsRunning = bRun;
+
+ m_uiPlayerGUID = uiPlayerGUID;
+ m_pQuestForEscort = pQuest;
+
+ m_bCanInstantRespawn = bInstantRespawn;
+ m_bCanReturnToStart = bCanLoopPath;
+
+ if (m_bCanReturnToStart && m_bCanInstantRespawn)
+ debug_log("TSCR: EscortAI is set to return home after waypoint end and instant respawn at waypoint end. Creature will never despawn.");
+
+ if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == WAYPOINT_MOTION_TYPE)
+ {
+ me->GetMotionMaster()->MovementExpired();
+ me->GetMotionMaster()->MoveIdle();
+ debug_log("TSCR: EscortAI start with WAYPOINT_MOTION_TYPE, changed to MoveIdle.");
+ }
+
+ //disable npcflags
+ me->SetUInt32Value(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_NONE);
+
+ debug_log("TSCR: EscortAI started with %u waypoints. ActiveAttacker = %d, Run = %d, PlayerGUID = %u", WaypointList.size(), m_bIsActiveAttacker, m_bIsRunning, m_uiPlayerGUID);
+
+ CurrentWP = WaypointList.begin();
+
+ //Set initial speed
+ if (m_bIsRunning)
+ me->RemoveUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
+ else
+ me->AddUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
+
+ AddEscortState(STATE_ESCORT_ESCORTING);
+}
+
+void npc_escortAI::SetEscortPaused(bool bPaused)
+{
+ if (!HasEscortState(STATE_ESCORT_ESCORTING))
+ return;
+
+ if (bPaused)
+ AddEscortState(STATE_ESCORT_PAUSED);
+ else
+ RemoveEscortState(STATE_ESCORT_PAUSED);
+}
diff --git a/src/server/game/AI/ScriptedAI/ScriptedEscortAI.h b/src/server/game/AI/ScriptedAI/ScriptedEscortAI.h
new file mode 100644
index 00000000000..807a5644eb8
--- /dev/null
+++ b/src/server/game/AI/ScriptedAI/ScriptedEscortAI.h
@@ -0,0 +1,116 @@
+/* Copyright (C) 2006 - 2009 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
+ * This program is free software licensed under GPL version 2
+ * Please see the included DOCS/LICENSE.TXT for more information */
+
+#ifndef SC_ESCORTAI_H
+#define SC_ESCORTAI_H
+
+#include "ScriptSystem.h"
+
+#define DEFAULT_MAX_PLAYER_DISTANCE 50
+
+struct Escort_Waypoint
+{
+ Escort_Waypoint(uint32 _id, float _x, float _y, float _z, uint32 _w)
+ {
+ id = _id;
+ x = _x;
+ y = _y;
+ z = _z;
+ WaitTimeMs = _w;
+ }
+
+ uint32 id;
+ float x;
+ float y;
+ float z;
+ uint32 WaitTimeMs;
+};
+
+enum eEscortState
+{
+ STATE_ESCORT_NONE = 0x000, //nothing in progress
+ STATE_ESCORT_ESCORTING = 0x001, //escort are in progress
+ STATE_ESCORT_RETURNING = 0x002, //escort is returning after being in combat
+ STATE_ESCORT_PAUSED = 0x004 //will not proceed with waypoints before state is removed
+};
+
+struct npc_escortAI : public ScriptedAI
+{
+ public:
+ explicit npc_escortAI(Creature* pCreature);
+ ~npc_escortAI() {}
+
+ // CreatureAI functions
+ void AttackStart(Unit* who);
+
+ void MoveInLineOfSight(Unit* who);
+
+ void JustDied(Unit*);
+
+ void JustRespawned();
+
+ void ReturnToLastPoint();
+
+ void EnterEvadeMode();
+
+ void UpdateAI(const uint32); //the "internal" update, calls UpdateEscortAI()
+ virtual void UpdateEscortAI(const uint32); //used when it's needed to add code in update (abilities, scripted events, etc)
+
+ void MovementInform(uint32, uint32);
+
+ // EscortAI functions
+ void AddWaypoint(uint32 id, float x, float y, float z, uint32 WaitTimeMs = 0);
+
+ virtual void WaypointReached(uint32 uiPointId) = 0;
+ virtual void WaypointStart(uint32 /*uiPointId*/) {}
+
+ void Start(bool bIsActiveAttacker = true, bool bRun = false, uint64 uiPlayerGUID = 0, const Quest* pQuest = NULL, bool bInstantRespawn = false, bool bCanLoopPath = false);
+
+ void SetRun(bool bRun = true);
+ void SetEscortPaused(bool uPaused);
+
+ bool HasEscortState(uint32 uiEscortState) { return (m_uiEscortState & uiEscortState); }
+ virtual bool IsEscorted() { return (m_uiEscortState & STATE_ESCORT_ESCORTING); }
+
+ void SetMaxPlayerDistance(float newMax) { MaxPlayerDistance = newMax; }
+ float GetMaxPlayerDistance() { return MaxPlayerDistance; }
+
+ void SetDespawnAtEnd(bool despawn) { DespawnAtEnd = despawn; }
+ void SetDespawnAtFar(bool despawn) { DespawnAtFar = despawn; }
+ bool GetAttack() { return m_bIsActiveAttacker; }//used in EnterEvadeMode override
+ void SetCanAttack(bool attack) { m_bIsActiveAttacker = attack; }
+ uint64 GetEventStarterGUID() { return m_uiPlayerGUID; }
+
+ protected:
+ Player* GetPlayerForEscort() { return (Player*)Unit::GetUnit(*me, m_uiPlayerGUID); }
+
+ private:
+ bool AssistPlayerInCombat(Unit* pWho);
+ bool IsPlayerOrGroupInRange();
+ void FillPointMovementListForCreature();
+
+ void AddEscortState(uint32 uiEscortState) { m_uiEscortState |= uiEscortState; }
+ void RemoveEscortState(uint32 uiEscortState) { m_uiEscortState &= ~uiEscortState; }
+
+ uint64 m_uiPlayerGUID;
+ uint32 m_uiWPWaitTimer;
+ uint32 m_uiPlayerCheckTimer;
+ uint32 m_uiEscortState;
+ float MaxPlayerDistance;
+
+ const Quest* m_pQuestForEscort; //generally passed in Start() when regular escort script.
+
+ std::list<Escort_Waypoint> WaypointList;
+ std::list<Escort_Waypoint>::iterator CurrentWP;
+
+ bool m_bIsActiveAttacker; //obsolete, determined by faction.
+ bool m_bIsRunning; //all creatures are walking by default (has flag MOVEMENTFLAG_WALK)
+ bool m_bCanInstantRespawn; //if creature should respawn instantly after escort over (if not, database respawntime are used)
+ bool m_bCanReturnToStart; //if creature can walk same path (loop) without despawn. Not for regular escort quests.
+ bool DespawnAtEnd;
+ bool DespawnAtFar;
+ bool ScriptWP;
+};
+#endif
+
diff --git a/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp b/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp
new file mode 100644
index 00000000000..4f1543dc778
--- /dev/null
+++ b/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp
@@ -0,0 +1,387 @@
+/* Copyright (C) 2006 - 2009 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
+ * This program is free software licensed under GPL version 2
+ * Please see the included DOCS/LICENSE.TXT for more information */
+
+/* ScriptData
+SDName: FollowerAI
+SD%Complete: 50
+SDComment: This AI is under development
+SDCategory: Npc
+EndScriptData */
+
+#include "ScriptedPch.h"
+#include "ScriptedFollowerAI.h"
+
+const float MAX_PLAYER_DISTANCE = 100.0f;
+
+enum ePoints
+{
+ POINT_COMBAT_START = 0xFFFFFF
+};
+
+FollowerAI::FollowerAI(Creature* pCreature) : ScriptedAI(pCreature),
+ m_uiLeaderGUID(0),
+ m_pQuestForFollow(NULL),
+ m_uiUpdateFollowTimer(2500),
+ m_uiFollowState(STATE_FOLLOW_NONE)
+{}
+
+void FollowerAI::AttackStart(Unit* pWho)
+{
+ if (!pWho)
+ return;
+
+ if (me->Attack(pWho, true))
+ {
+ me->AddThreat(pWho, 0.0f);
+ me->SetInCombatWith(pWho);
+ pWho->SetInCombatWith(me);
+
+ if (me->hasUnitState(UNIT_STAT_FOLLOW))
+ me->clearUnitState(UNIT_STAT_FOLLOW);
+
+ if (IsCombatMovement())
+ me->GetMotionMaster()->MoveChase(pWho);
+ }
+}
+
+//This part provides assistance to a player that are attacked by pWho, even if out of normal aggro range
+//It will cause me to attack pWho that are attacking _any_ player (which has been confirmed may happen also on offi)
+//The flag (type_flag) is unconfirmed, but used here for further research and is a good candidate.
+bool FollowerAI::AssistPlayerInCombat(Unit* pWho)
+{
+ if (!pWho || !pWho->getVictim())
+ return false;
+
+ //experimental (unknown) flag not present
+ if (!(me->GetCreatureInfo()->type_flags & CREATURE_TYPEFLAGS_UNK13))
+ return false;
+
+ //not a player
+ if (!pWho->getVictim()->GetCharmerOrOwnerPlayerOrPlayerItself())
+ return false;
+
+ //never attack friendly
+ if (me->IsFriendlyTo(pWho))
+ return false;
+
+ //too far away and no free sight?
+ if (me->IsWithinDistInMap(pWho, MAX_PLAYER_DISTANCE) && me->IsWithinLOSInMap(pWho))
+ {
+ //already fighting someone?
+ if (!me->getVictim())
+ {
+ AttackStart(pWho);
+ return true;
+ }
+ else
+ {
+ pWho->SetInCombatWith(me);
+ me->AddThreat(pWho, 0.0f);
+ return true;
+ }
+ }
+
+ return false;
+}
+
+void FollowerAI::MoveInLineOfSight(Unit* pWho)
+{
+ if (!me->hasUnitState(UNIT_STAT_STUNNED) && pWho->isTargetableForAttack() && pWho->isInAccessiblePlaceFor(me))
+ {
+ if (HasFollowState(STATE_FOLLOW_INPROGRESS) && AssistPlayerInCombat(pWho))
+ return;
+
+ if (!me->canFly() && me->GetDistanceZ(pWho) > CREATURE_Z_ATTACK_RANGE)
+ return;
+
+ if (me->IsHostileTo(pWho))
+ {
+ float fAttackRadius = me->GetAttackDistance(pWho);
+ if (me->IsWithinDistInMap(pWho, fAttackRadius) && me->IsWithinLOSInMap(pWho))
+ {
+ if (!me->getVictim())
+ {
+ pWho->RemoveAurasDueToSpell(SPELL_AURA_MOD_STEALTH);
+ AttackStart(pWho);
+ }
+ else if (me->GetMap()->IsDungeon())
+ {
+ pWho->SetInCombatWith(me);
+ me->AddThreat(pWho, 0.0f);
+ }
+ }
+ }
+ }
+}
+
+void FollowerAI::JustDied(Unit* /*pKiller*/)
+{
+ if (!HasFollowState(STATE_FOLLOW_INPROGRESS) || !m_uiLeaderGUID || !m_pQuestForFollow)
+ return;
+
+ //TODO: need a better check for quests with time limit.
+ if (Player* pPlayer = GetLeaderForFollower())
+ {
+ if (Group* pGroup = pPlayer->GetGroup())
+ {
+ for (GroupReference* pRef = pGroup->GetFirstMember(); pRef != NULL; pRef = pRef->next())
+ {
+ if (Player* pMember = pRef->getSource())
+ {
+ if (pMember->GetQuestStatus(m_pQuestForFollow->GetQuestId()) == QUEST_STATUS_INCOMPLETE)
+ pMember->FailQuest(m_pQuestForFollow->GetQuestId());
+ }
+ }
+ }
+ else
+ {
+ if (pPlayer->GetQuestStatus(m_pQuestForFollow->GetQuestId()) == QUEST_STATUS_INCOMPLETE)
+ pPlayer->FailQuest(m_pQuestForFollow->GetQuestId());
+ }
+ }
+}
+
+void FollowerAI::JustRespawned()
+{
+ m_uiFollowState = STATE_FOLLOW_NONE;
+
+ if (!IsCombatMovement())
+ SetCombatMovement(true);
+
+ if (me->getFaction() != me->GetCreatureInfo()->faction_A)
+ me->setFaction(me->GetCreatureInfo()->faction_A);
+
+ Reset();
+}
+
+void FollowerAI::EnterEvadeMode()
+{
+ me->RemoveAllAuras();
+ me->DeleteThreatList();
+ me->CombatStop(true);
+ me->SetLootRecipient(NULL);
+
+ if (HasFollowState(STATE_FOLLOW_INPROGRESS))
+ {
+ debug_log("TSCR: FollowerAI left combat, returning to CombatStartPosition.");
+
+ if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE)
+ {
+ float fPosX, fPosY, fPosZ;
+ me->GetPosition(fPosX, fPosY, fPosZ);
+ me->GetMotionMaster()->MovePoint(POINT_COMBAT_START, fPosX, fPosY, fPosZ);
+ }
+ }
+ else
+ {
+ if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE)
+ me->GetMotionMaster()->MoveTargetedHome();
+ }
+
+ Reset();
+}
+
+void FollowerAI::UpdateAI(const uint32 uiDiff)
+{
+ if (HasFollowState(STATE_FOLLOW_INPROGRESS) && !me->getVictim())
+ {
+ if (m_uiUpdateFollowTimer <= uiDiff)
+ {
+ if (HasFollowState(STATE_FOLLOW_COMPLETE) && !HasFollowState(STATE_FOLLOW_POSTEVENT))
+ {
+ debug_log("TSCR: FollowerAI is set completed, despawns.");
+ me->ForcedDespawn();
+ return;
+ }
+
+ bool bIsMaxRangeExceeded = true;
+
+ if (Player* pPlayer = GetLeaderForFollower())
+ {
+ if (HasFollowState(STATE_FOLLOW_RETURNING))
+ {
+ debug_log("TSCR: FollowerAI is returning to leader.");
+
+ RemoveFollowState(STATE_FOLLOW_RETURNING);
+ me->GetMotionMaster()->MoveFollow(pPlayer, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
+ return;
+ }
+
+ if (Group* pGroup = pPlayer->GetGroup())
+ {
+ for (GroupReference* pRef = pGroup->GetFirstMember(); pRef != NULL; pRef = pRef->next())
+ {
+ Player* pMember = pRef->getSource();
+
+ if (pMember && me->IsWithinDistInMap(pMember, MAX_PLAYER_DISTANCE))
+ {
+ bIsMaxRangeExceeded = false;
+ break;
+ }
+ }
+ }
+ else
+ {
+ if (me->IsWithinDistInMap(pPlayer, MAX_PLAYER_DISTANCE))
+ bIsMaxRangeExceeded = false;
+ }
+ }
+
+ if (bIsMaxRangeExceeded)
+ {
+ debug_log("TSCR: FollowerAI failed because player/group was to far away or not found");
+ me->ForcedDespawn();
+ return;
+ }
+
+ m_uiUpdateFollowTimer = 1000;
+ }
+ else
+ m_uiUpdateFollowTimer -= uiDiff;
+ }
+
+ UpdateFollowerAI(uiDiff);
+}
+
+void FollowerAI::UpdateFollowerAI(const uint32 /*uiDiff*/)
+{
+ if (!UpdateVictim())
+ return;
+
+ DoMeleeAttackIfReady();
+}
+
+void FollowerAI::MovementInform(uint32 uiMotionType, uint32 uiPointId)
+{
+ if (uiMotionType != POINT_MOTION_TYPE || !HasFollowState(STATE_FOLLOW_INPROGRESS))
+ return;
+
+ if (uiPointId == POINT_COMBAT_START)
+ {
+ if (GetLeaderForFollower())
+ {
+ if (!HasFollowState(STATE_FOLLOW_PAUSED))
+ AddFollowState(STATE_FOLLOW_RETURNING);
+ }
+ else
+ me->ForcedDespawn();
+ }
+}
+
+void FollowerAI::StartFollow(Player* pLeader, uint32 uiFactionForFollower, const Quest* pQuest)
+{
+ if (me->getVictim())
+ {
+ debug_log("TSCR: FollowerAI attempt to StartFollow while in combat.");
+ return;
+ }
+
+ if (HasFollowState(STATE_FOLLOW_INPROGRESS))
+ {
+ error_log("TSCR: FollowerAI attempt to StartFollow while already following.");
+ return;
+ }
+
+ //set variables
+ m_uiLeaderGUID = pLeader->GetGUID();
+
+ if (uiFactionForFollower)
+ me->setFaction(uiFactionForFollower);
+
+ m_pQuestForFollow = pQuest;
+
+ if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == WAYPOINT_MOTION_TYPE)
+ {
+ me->GetMotionMaster()->Clear();
+ me->GetMotionMaster()->MoveIdle();
+ debug_log("TSCR: FollowerAI start with WAYPOINT_MOTION_TYPE, set to MoveIdle.");
+ }
+
+ me->SetUInt32Value(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_NONE);
+
+ AddFollowState(STATE_FOLLOW_INPROGRESS);
+
+ me->GetMotionMaster()->MoveFollow(pLeader, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
+
+ debug_log("TSCR: FollowerAI start follow %s (GUID %u)", pLeader->GetName(), m_uiLeaderGUID);
+}
+
+Player* FollowerAI::GetLeaderForFollower()
+{
+ if (Player* pLeader = Unit::GetPlayer(m_uiLeaderGUID))
+ {
+ if (pLeader->isAlive())
+ return pLeader;
+ else
+ {
+ if (Group* pGroup = pLeader->GetGroup())
+ {
+ for (GroupReference* pRef = pGroup->GetFirstMember(); pRef != NULL; pRef = pRef->next())
+ {
+ Player* pMember = pRef->getSource();
+
+ if (pMember && pMember->isAlive() && me->IsWithinDistInMap(pMember, MAX_PLAYER_DISTANCE))
+ {
+ debug_log("TSCR: FollowerAI GetLeader changed and returned new leader.");
+ m_uiLeaderGUID = pMember->GetGUID();
+ return pMember;
+ break;
+ }
+ }
+ }
+ }
+ }
+
+ debug_log("TSCR: FollowerAI GetLeader can not find suitable leader.");
+ return NULL;
+}
+
+void FollowerAI::SetFollowComplete(bool bWithEndEvent)
+{
+ if (me->hasUnitState(UNIT_STAT_FOLLOW))
+ {
+ me->clearUnitState(UNIT_STAT_FOLLOW);
+
+ me->StopMoving();
+ me->GetMotionMaster()->Clear();
+ me->GetMotionMaster()->MoveIdle();
+ }
+
+ if (bWithEndEvent)
+ AddFollowState(STATE_FOLLOW_POSTEVENT);
+ else
+ {
+ if (HasFollowState(STATE_FOLLOW_POSTEVENT))
+ RemoveFollowState(STATE_FOLLOW_POSTEVENT);
+ }
+
+ AddFollowState(STATE_FOLLOW_COMPLETE);
+}
+
+void FollowerAI::SetFollowPaused(bool bPaused)
+{
+ if (!HasFollowState(STATE_FOLLOW_INPROGRESS) || HasFollowState(STATE_FOLLOW_COMPLETE))
+ return;
+
+ if (bPaused)
+ {
+ AddFollowState(STATE_FOLLOW_PAUSED);
+
+ if (me->hasUnitState(UNIT_STAT_FOLLOW))
+ {
+ me->clearUnitState(UNIT_STAT_FOLLOW);
+
+ me->StopMoving();
+ me->GetMotionMaster()->Clear();
+ me->GetMotionMaster()->MoveIdle();
+ }
+ }
+ else
+ {
+ RemoveFollowState(STATE_FOLLOW_PAUSED);
+
+ if (Player* pLeader = GetLeaderForFollower())
+ me->GetMotionMaster()->MoveFollow(pLeader, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
+ }
+}
diff --git a/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.h b/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.h
new file mode 100644
index 00000000000..d352141e3e9
--- /dev/null
+++ b/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.h
@@ -0,0 +1,67 @@
+/* Copyright (C) 2006 - 2009 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
+ * This program is free software licensed under GPL version 2
+ * Please see the included DOCS/LICENSE.TXT for more information */
+
+#ifndef SC_FOLLOWERAI_H
+#define SC_FOLLOWERAI_H
+
+#include "ScriptSystem.h"
+
+enum eFollowState
+{
+ STATE_FOLLOW_NONE = 0x000,
+ STATE_FOLLOW_INPROGRESS = 0x001, //must always have this state for any follow
+ STATE_FOLLOW_RETURNING = 0x002, //when returning to combat start after being in combat
+ STATE_FOLLOW_PAUSED = 0x004, //disables following
+ STATE_FOLLOW_COMPLETE = 0x008, //follow is completed and may end
+ STATE_FOLLOW_PREEVENT = 0x010, //not implemented (allow pre event to run, before follow is initiated)
+ STATE_FOLLOW_POSTEVENT = 0x020 //can be set at complete and allow post event to run
+};
+
+class FollowerAI : public ScriptedAI
+{
+ public:
+ explicit FollowerAI(Creature* pCreature);
+ ~FollowerAI() {}
+
+ //virtual void WaypointReached(uint32 uiPointId) = 0;
+
+ void MovementInform(uint32 uiMotionType, uint32 uiPointId);
+
+ void AttackStart(Unit*);
+
+ void MoveInLineOfSight(Unit*);
+
+ void EnterEvadeMode();
+
+ void JustDied(Unit*);
+
+ void JustRespawned();
+
+ void UpdateAI(const uint32); //the "internal" update, calls UpdateFollowerAI()
+ virtual void UpdateFollowerAI(const uint32); //used when it's needed to add code in update (abilities, scripted events, etc)
+
+ void StartFollow(Player* pPlayer, uint32 uiFactionForFollower = 0, const Quest* pQuest = NULL);
+
+ void SetFollowPaused(bool bPaused); //if special event require follow mode to hold/resume during the follow
+ void SetFollowComplete(bool bWithEndEvent = false);
+
+ bool HasFollowState(uint32 uiFollowState) { return (m_uiFollowState & uiFollowState); }
+
+ protected:
+ Player* GetLeaderForFollower();
+
+ private:
+ void AddFollowState(uint32 uiFollowState) { m_uiFollowState |= uiFollowState; }
+ void RemoveFollowState(uint32 uiFollowState) { m_uiFollowState &= ~uiFollowState; }
+
+ bool AssistPlayerInCombat(Unit* pWho);
+
+ uint64 m_uiLeaderGUID;
+ uint32 m_uiUpdateFollowTimer;
+ uint32 m_uiFollowState;
+
+ const Quest* m_pQuestForFollow; //normally we have a quest
+};
+
+#endif
diff --git a/src/server/game/AI/ScriptedAI/ScriptedGossip.h b/src/server/game/AI/ScriptedAI/ScriptedGossip.h
new file mode 100644
index 00000000000..6f1da291c45
--- /dev/null
+++ b/src/server/game/AI/ScriptedAI/ScriptedGossip.h
@@ -0,0 +1,187 @@
+/* Copyright (C) 2008-2010 Trinity <http://www.trinitycore.org/>
+ *
+ * Thanks to the original authors: ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
+ *
+ * This program is free software licensed under GPL version 2
+ * Please see the included DOCS/LICENSE.TXT for more information */
+
+#ifndef SC_GOSSIP_H
+#define SC_GOSSIP_H
+
+#include "Player.h"
+#include "GossipDef.h"
+#include "QuestDef.h"
+
+// Gossip Item Text
+#define GOSSIP_TEXT_BROWSE_GOODS "I'd like to browse your goods."
+#define GOSSIP_TEXT_TRAIN "Train me!"
+
+#define GOSSIP_TEXT_BANK "The bank"
+#define GOSSIP_TEXT_IRONFORGE_BANK "The bank of Ironforge"
+#define GOSSIP_TEXT_STORMWIND_BANK "The bank of Stormwind"
+#define GOSSIP_TEXT_WINDRIDER "The wind rider master"
+#define GOSSIP_TEXT_GRYPHON "The gryphon master"
+#define GOSSIP_TEXT_BATHANDLER "The bat handler"
+#define GOSSIP_TEXT_HIPPOGRYPH "The hippogryph master"
+#define GOSSIP_TEXT_ZEPPLINMASTER "The zeppelin master"
+#define GOSSIP_TEXT_DEEPRUNTRAM "The Deeprun Tram"
+#define GOSSIP_TEXT_FERRY "The Rut'theran Ferry"
+#define GOSSIP_TEXT_FLIGHTMASTER "The flight master"
+#define GOSSIP_TEXT_AUCTIONHOUSE "The auction house"
+#define GOSSIP_TEXT_GUILDMASTER "The guild master"
+#define GOSSIP_TEXT_INN "The inn"
+#define GOSSIP_TEXT_MAILBOX "The mailbox"
+#define GOSSIP_TEXT_STABLEMASTER "The stable master"
+#define GOSSIP_TEXT_WEAPONMASTER "The weapon master"
+#define GOSSIP_TEXT_OFFICERS "The officers' lounge"
+#define GOSSIP_TEXT_BATTLEMASTER "The battlemaster"
+#define GOSSIP_TEXT_BARBER "Barber"
+#define GOSSIP_TEXT_CLASSTRAINER "A class trainer"
+#define GOSSIP_TEXT_PROFTRAINER "A profession trainer"
+#define GOSSIP_TEXT_LEXICON "Lexicon of Power"
+
+#define GOSSIP_TEXT_ALTERACVALLEY "Alterac Valley"
+#define GOSSIP_TEXT_ARATHIBASIN "Arathi Basin"
+#define GOSSIP_TEXT_WARSONGULCH "Warsong Gulch"
+#define GOSSIP_TEXT_ARENA "Arena"
+#define GOSSIP_TEXT_EYEOFTHESTORM "Eye of The Storm"
+#define GOSSIP_TEXT_STRANDOFANCIENT "Strand of the Ancients"
+
+#define GOSSIP_TEXT_DEATH_KNIGHT "Death Knight"
+#define GOSSIP_TEXT_DRUID "Druid"
+#define GOSSIP_TEXT_HUNTER "Hunter"
+#define GOSSIP_TEXT_PRIEST "Priest"
+#define GOSSIP_TEXT_ROGUE "Rogue"
+#define GOSSIP_TEXT_WARRIOR "Warrior"
+#define GOSSIP_TEXT_PALADIN "Paladin"
+#define GOSSIP_TEXT_SHAMAN "Shaman"
+#define GOSSIP_TEXT_MAGE "Mage"
+#define GOSSIP_TEXT_WARLOCK "Warlock"
+
+#define GOSSIP_TEXT_ALCHEMY "Alchemy"
+#define GOSSIP_TEXT_BLACKSMITHING "Blacksmithing"
+#define GOSSIP_TEXT_COOKING "Cooking"
+#define GOSSIP_TEXT_ENCHANTING "Enchanting"
+#define GOSSIP_TEXT_ENGINEERING "Engineering"
+#define GOSSIP_TEXT_FIRSTAID "First Aid"
+#define GOSSIP_TEXT_HERBALISM "Herbalism"
+#define GOSSIP_TEXT_INSCRIPTION "Inscription"
+#define GOSSIP_TEXT_JEWELCRAFTING "Jewelcrafting"
+#define GOSSIP_TEXT_LEATHERWORKING "Leatherworking"
+#define GOSSIP_TEXT_TAILORING "Tailoring"
+#define GOSSIP_TEXT_MINING "Mining"
+#define GOSSIP_TEXT_FISHING "Fishing"
+#define GOSSIP_TEXT_SKINNING "Skinning"
+
+enum eTradeskill
+{
+// Skill defines
+ TRADESKILL_ALCHEMY = 1,
+ TRADESKILL_BLACKSMITHING = 2,
+ TRADESKILL_COOKING = 3,
+ TRADESKILL_ENCHANTING = 4,
+ TRADESKILL_ENGINEERING = 5,
+ TRADESKILL_FIRSTAID = 6,
+ TRADESKILL_HERBALISM = 7,
+ TRADESKILL_LEATHERWORKING = 8,
+ TRADESKILL_POISONS = 9,
+ TRADESKILL_TAILORING = 10,
+ TRADESKILL_MINING = 11,
+ TRADESKILL_FISHING = 12,
+ TRADESKILL_SKINNING = 13,
+ TRADESKILL_JEWLCRAFTING = 14,
+ TRADESKILL_INSCRIPTION = 15,
+
+ TRADESKILL_LEVEL_NONE = 0,
+ TRADESKILL_LEVEL_APPRENTICE = 1,
+ TRADESKILL_LEVEL_JOURNEYMAN = 2,
+ TRADESKILL_LEVEL_EXPERT = 3,
+ TRADESKILL_LEVEL_ARTISAN = 4,
+ TRADESKILL_LEVEL_MASTER = 5,
+ TRADESKILL_LEVEL_GRAND_MASTER = 6,
+
+// Gossip defines
+ GOSSIP_ACTION_TRADE = 1,
+ GOSSIP_ACTION_TRAIN = 2,
+ GOSSIP_ACTION_TAXI = 3,
+ GOSSIP_ACTION_GUILD = 4,
+ GOSSIP_ACTION_BATTLE = 5,
+ GOSSIP_ACTION_BANK = 6,
+ GOSSIP_ACTION_INN = 7,
+ GOSSIP_ACTION_HEAL = 8,
+ GOSSIP_ACTION_TABARD = 9,
+ GOSSIP_ACTION_AUCTION = 10,
+ GOSSIP_ACTION_INN_INFO = 11,
+ GOSSIP_ACTION_UNLEARN = 12,
+ GOSSIP_ACTION_INFO_DEF = 1000,
+
+ GOSSIP_SENDER_MAIN = 1,
+ GOSSIP_SENDER_INN_INFO = 2,
+ GOSSIP_SENDER_INFO = 3,
+ GOSSIP_SENDER_SEC_PROFTRAIN = 4,
+ GOSSIP_SENDER_SEC_CLASSTRAIN = 5,
+ GOSSIP_SENDER_SEC_BATTLEINFO = 6,
+ GOSSIP_SENDER_SEC_BANK = 7,
+ GOSSIP_SENDER_SEC_INN = 8,
+ GOSSIP_SENDER_SEC_MAILBOX = 9,
+ GOSSIP_SENDER_SEC_STABLEMASTER = 10
+};
+
+extern uint32 GetSkillLevel(Player *player,uint32 skill);
+
+// Defined fuctions to use with player.
+
+// This fuction add's a menu item,
+// a - Icon Id
+// b - Text
+// c - Sender(this is to identify the current Menu with this item)
+// d - Action (identifys this Menu Item)
+// e - Text to be displayed in pop up box
+// f - Money value in pop up box
+#define ADD_GOSSIP_ITEM(a,b,c,d) PlayerTalkClass->GetGossipMenu().AddMenuItem(a,b,c,d,"",0)
+#define ADD_GOSSIP_ITEM_EXTENDED(a,b,c,d,e,f,g) PlayerTalkClass->GetGossipMenu().AddMenuItem(a,b,c,d,e,f,g)
+
+// This fuction Sends the current menu to show to client, a - NPCTEXTID(uint32) , b - npc guid(uint64)
+#define SEND_GOSSIP_MENU(a,b) PlayerTalkClass->SendGossipMenu(a,b)
+
+// This fuction shows POI(point of interest) to client.
+// a - position X
+// b - position Y
+// c - Icon Id
+// d - Flags
+// e - Data
+// f - Location Name
+#define SEND_POI(a,b,c,d,e,f) PlayerTalkClass->SendPointOfInterest(a,b,c,d,e,f)
+
+// Closes the Menu
+#define CLOSE_GOSSIP_MENU() PlayerTalkClass->CloseGossip()
+
+// Fuction to tell to client the details
+// a - quest object
+// b - npc guid(uint64)
+// c - Activate accept(bool)
+#define SEND_QUEST_DETAILS(a,b,c) PlayerTalkClass->SendQuestDetails(a,b,c)
+
+// Fuction to tell to client the requested items to complete quest
+// a - quest object
+// b - npc guid(uint64)
+// c - Iscompletable(bool)
+// d - close at cancel(bool) - in case single incomplite ques
+#define SEND_REQUESTEDITEMS(a,b,c,d) PlayerTalkClass->SendRequestedItems(a,b,c,d)
+
+// Fuctions to send NPC lists, a - is always the npc guid(uint64)
+#define SEND_VENDORLIST(a) GetSession()->SendListInventory(a)
+#define SEND_TRAINERLIST(a) GetSession()->SendTrainerList(a)
+
+// Ressurect's the player if is dead.
+#define SEND_SPRESURRECT() GetSession()->SendSpiritResurrect()
+
+// Get the player's honor rank.
+#define GET_HONORRANK() GetHonorRank()
+// -----------------------------------
+
+// defined fuctions to use with Creature
+
+#define QUEST_DIALOG_STATUS(a,b,c) GetSession()->getDialogStatus(a,b,c)
+#endif
+
diff --git a/src/server/game/AI/ScriptedAI/ScriptedGuardAI.cpp b/src/server/game/AI/ScriptedAI/ScriptedGuardAI.cpp
new file mode 100644
index 00000000000..68dc8690470
--- /dev/null
+++ b/src/server/game/AI/ScriptedAI/ScriptedGuardAI.cpp
@@ -0,0 +1,194 @@
+/* Copyright (C) 2006 - 2009 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>.sourceforge.net/>
+ * 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
+ */
+
+/* ScriptData
+SDName: Guard_AI
+SD%Complete: 90
+SDComment:
+SDCategory: Guards
+EndScriptData */
+
+#include "ScriptedPch.h"
+#include "ScriptedGuardAI.h"
+
+// **** This script is for use within every single guard to save coding time ****
+
+#define GENERIC_CREATURE_COOLDOWN 5000
+
+#define SAY_GUARD_SIL_AGGRO1 -1070001
+#define SAY_GUARD_SIL_AGGRO2 -1070002
+#define SAY_GUARD_SIL_AGGRO3 -1070003
+
+guardAI::guardAI(Creature* pCreature) : ScriptedAI(pCreature),
+ GlobalCooldown(0),
+ BuffTimer(0)
+{}
+
+void guardAI::Reset()
+{
+ GlobalCooldown = 0;
+ BuffTimer = 0; //Rebuff as soon as we can
+}
+
+void guardAI::EnterCombat(Unit *who)
+{
+ if (me->GetEntry() == 15184)
+ DoScriptText(RAND(SAY_GUARD_SIL_AGGRO1,SAY_GUARD_SIL_AGGRO2,SAY_GUARD_SIL_AGGRO3), me, who);
+
+ if (SpellEntry const *spell = me->reachWithSpellAttack(who))
+ DoCastSpell(who, spell);
+}
+
+void guardAI::JustDied(Unit *Killer)
+{
+ //Send Zone Under Attack message to the LocalDefense and WorldDefense Channels
+ if (Player* pKiller = Killer->GetCharmerOrOwnerPlayerOrPlayerItself())
+ me->SendZoneUnderAttackMessage(pKiller);
+}
+
+void guardAI::UpdateAI(const uint32 diff)
+{
+ //Always decrease our global cooldown first
+ if (GlobalCooldown > diff)
+ GlobalCooldown -= diff;
+ else GlobalCooldown = 0;
+
+ //Buff timer (only buff when we are alive and not in combat
+ if (me->isAlive() && !me->isInCombat())
+ if (BuffTimer <= diff)
+ {
+ //Find a spell that targets friendly and applies an aura (these are generally buffs)
+ SpellEntry const *info = SelectSpell(me, 0, 0, SELECT_TARGET_ANY_FRIEND, 0, 0, 0, 0, SELECT_EFFECT_AURA);
+
+ if (info && !GlobalCooldown)
+ {
+ //Cast the buff spell
+ DoCastSpell(me, info);
+
+ //Set our global cooldown
+ GlobalCooldown = GENERIC_CREATURE_COOLDOWN;
+
+ //Set our timer to 10 minutes before rebuff
+ BuffTimer = 600000;
+ } //Try again in 30 seconds
+ else BuffTimer = 30000;
+ } else BuffTimer -= diff;
+
+ //Return since we have no target
+ if (!UpdateVictim())
+ return;
+
+ // Make sure our attack is ready and we arn't currently casting
+ if (me->isAttackReady() && !me->IsNonMeleeSpellCasted(false))
+ {
+ //If we are within range melee the target
+ if (me->IsWithinMeleeRange(me->getVictim()))
+ {
+ bool Healing = false;
+ SpellEntry const *info = NULL;
+
+ //Select a healing spell if less than 30% hp
+ if (me->GetHealth()*100 / me->GetMaxHealth() < 30)
+ info = SelectSpell(me, 0, 0, SELECT_TARGET_ANY_FRIEND, 0, 0, 0, 0, SELECT_EFFECT_HEALING);
+
+ //No healing spell available, select a hostile spell
+ if (info) Healing = true;
+ else info = SelectSpell(me->getVictim(), 0, 0, SELECT_TARGET_ANY_ENEMY, 0, 0, 0, 0, SELECT_EFFECT_DONTCARE);
+
+ //20% chance to replace our white hit with a spell
+ if (info && rand() % 5 == 0 && !GlobalCooldown)
+ {
+ //Cast the spell
+ if (Healing)DoCastSpell(me, info);
+ else DoCastSpell(me->getVictim(), info);
+
+ //Set our global cooldown
+ GlobalCooldown = GENERIC_CREATURE_COOLDOWN;
+ }
+ else me->AttackerStateUpdate(me->getVictim());
+
+ me->resetAttackTimer();
+ }
+ }
+ else
+ {
+ //Only run this code if we arn't already casting
+ if (!me->IsNonMeleeSpellCasted(false))
+ {
+ bool Healing = false;
+ SpellEntry const *info = NULL;
+
+ //Select a healing spell if less than 30% hp ONLY 33% of the time
+ if (me->GetHealth()*100 / me->GetMaxHealth() < 30 && rand() % 3 == 0)
+ info = SelectSpell(me, 0, 0, SELECT_TARGET_ANY_FRIEND, 0, 0, 0, 0, SELECT_EFFECT_HEALING);
+
+ //No healing spell available, See if we can cast a ranged spell (Range must be greater than ATTACK_DISTANCE)
+ if (info) Healing = true;
+ else info = SelectSpell(me->getVictim(), 0, 0, SELECT_TARGET_ANY_ENEMY, 0, 0, NOMINAL_MELEE_RANGE, 0, SELECT_EFFECT_DONTCARE);
+
+ //Found a spell, check if we arn't on cooldown
+ if (info && !GlobalCooldown)
+ {
+ //If we are currently moving stop us and set the movement generator
+ if ((*me).GetMotionMaster()->GetCurrentMovementGeneratorType() != IDLE_MOTION_TYPE)
+ {
+ (*me).GetMotionMaster()->Clear(false);
+ (*me).GetMotionMaster()->MoveIdle();
+ }
+
+ //Cast spell
+ if (Healing) DoCastSpell(me,info);
+ else DoCastSpell(me->getVictim(),info);
+
+ //Set our global cooldown
+ GlobalCooldown = GENERIC_CREATURE_COOLDOWN;
+
+ } //If no spells available and we arn't moving run to target
+ else if ((*me).GetMotionMaster()->GetCurrentMovementGeneratorType() != TARGETED_MOTION_TYPE)
+ {
+ //Cancel our current spell and then mutate new movement generator
+ me->InterruptNonMeleeSpells(false);
+ (*me).GetMotionMaster()->Clear(false);
+ (*me).GetMotionMaster()->MoveChase(me->getVictim());
+ }
+ }
+ }
+}
+
+void guardAI::DoReplyToTextEmote(uint32 em)
+{
+ switch(em)
+ {
+ case TEXTEMOTE_KISS: me->HandleEmoteCommand(EMOTE_ONESHOT_BOW); break;
+ case TEXTEMOTE_WAVE: me->HandleEmoteCommand(EMOTE_ONESHOT_WAVE); break;
+ case TEXTEMOTE_SALUTE: me->HandleEmoteCommand(EMOTE_ONESHOT_SALUTE); break;
+ case TEXTEMOTE_SHY: me->HandleEmoteCommand(EMOTE_ONESHOT_FLEX); break;
+ case TEXTEMOTE_RUDE:
+ case TEXTEMOTE_CHICKEN: me->HandleEmoteCommand(EMOTE_ONESHOT_POINT); break;
+ }
+}
+
+void guardAI_orgrimmar::ReceiveEmote(Player* pPlayer, uint32 text_emote)
+{
+ if (pPlayer->GetTeam() == HORDE)
+ DoReplyToTextEmote(text_emote);
+}
+
+void guardAI_stormwind::ReceiveEmote(Player* pPlayer, uint32 text_emote)
+{
+ if (pPlayer->GetTeam() == ALLIANCE)
+ DoReplyToTextEmote(text_emote);
+}
diff --git a/src/server/game/AI/ScriptedAI/ScriptedGuardAI.h b/src/server/game/AI/ScriptedAI/ScriptedGuardAI.h
new file mode 100644
index 00000000000..d28f612625e
--- /dev/null
+++ b/src/server/game/AI/ScriptedAI/ScriptedGuardAI.h
@@ -0,0 +1,45 @@
+/* Copyright (C) 2006 - 2009 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
+ * This program is free software licensed under GPL version 2
+ * Please see the included DOCS/LICENSE.TXT for more information */
+
+#ifndef SC_GUARDAI_H
+#define SC_GUARDAI_H
+
+#define GENERIC_CREATURE_COOLDOWN 5000
+
+struct guardAI : public ScriptedAI
+{
+ public:
+ explicit guardAI(Creature* pCreature);
+ ~guardAI() {}
+
+ uint32 GlobalCooldown; //This variable acts like the global cooldown that players have (1.5 seconds)
+ uint32 BuffTimer; //This variable keeps track of buffs
+
+ void Reset();
+
+ void EnterCombat(Unit * /*who*/);
+
+ void JustDied(Unit *Killer);
+
+ void UpdateAI(const uint32 diff);
+
+ //common used for guards in main cities
+ void DoReplyToTextEmote(uint32 em);
+};
+
+struct guardAI_orgrimmar : public guardAI
+{
+ guardAI_orgrimmar(Creature *c) : guardAI(c) {}
+
+ void ReceiveEmote(Player *player, uint32 text_emote);
+};
+
+struct guardAI_stormwind : public guardAI
+{
+ guardAI_stormwind(Creature *c) : guardAI(c) {}
+
+ void ReceiveEmote(Player *player, uint32 text_emote);
+};
+#endif
+
diff --git a/src/server/game/AI/ScriptedAI/ScriptedInstance.h b/src/server/game/AI/ScriptedAI/ScriptedInstance.h
new file mode 100644
index 00000000000..25593e05300
--- /dev/null
+++ b/src/server/game/AI/ScriptedAI/ScriptedInstance.h
@@ -0,0 +1,20 @@
+/* Copyright (C) 2006 - 2009 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
+* This program is free software licensed under GPL version 2
+* Please see the included DOCS/LICENSE.TXT for more information */
+
+#ifndef SC_INSTANCE_H
+#define SC_INSTANCE_H
+
+#include "InstanceData.h"
+#include "Map.h"
+
+#define OUT_SAVE_INST_DATA debug_log("TSCR: Saving Instance Data for Instance %s (Map %d, Instance Id %d)", instance->GetMapName(), instance->GetId(), instance->GetInstanceId())
+#define OUT_SAVE_INST_DATA_COMPLETE debug_log("TSCR: Saving Instance Data for Instance %s (Map %d, Instance Id %d) completed.", instance->GetMapName(), instance->GetId(), instance->GetInstanceId())
+#define OUT_LOAD_INST_DATA(a) debug_log("TSCR: Loading Instance Data for Instance %s (Map %d, Instance Id %d). Input is '%s'", instance->GetMapName(), instance->GetId(), instance->GetInstanceId(), a)
+#define OUT_LOAD_INST_DATA_COMPLETE debug_log("TSCR: Instance Data Load for Instance %s (Map %d, Instance Id: %d) is complete.",instance->GetMapName(), instance->GetId(), instance->GetInstanceId())
+#define OUT_LOAD_INST_DATA_FAIL error_log("TSCR: Unable to load Instance Data for Instance %s (Map %d, Instance Id: %d).",instance->GetMapName(), instance->GetId(), instance->GetInstanceId())
+
+#define ScriptedInstance InstanceData
+
+#endif
+
diff --git a/src/server/game/AI/ScriptedAI/ScriptedSimpleAI.cpp b/src/server/game/AI/ScriptedAI/ScriptedSimpleAI.cpp
new file mode 100644
index 00000000000..08797515837
--- /dev/null
+++ b/src/server/game/AI/ScriptedAI/ScriptedSimpleAI.cpp
@@ -0,0 +1,278 @@
+/* Copyright (C) 2006 - 2009 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
+* 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
+*/
+
+/* ScriptData
+SDName: SimpleAI
+SD%Complete: 100
+SDComment: Base Class for SimpleAI creatures
+SDCategory: Creatures
+EndScriptData */
+
+#include "ScriptedPch.h"
+#include "ScriptedSimpleAI.h"
+
+SimpleAI::SimpleAI(Creature *c) : ScriptedAI(c)
+{
+ //Clear all data
+ Aggro_TextId[0] = 0;
+ Aggro_TextId[1] = 0;
+ Aggro_TextId[2] = 0;
+ Aggro_Sound[0] = 0;
+ Aggro_Sound[1] = 0;
+ Aggro_Sound[2] = 0;
+
+ Death_TextId[0] = 0;
+ Death_TextId[1] = 0;
+ Death_TextId[2] = 0;
+ Death_Sound[0] = 0;
+ Death_Sound[1] = 0;
+ Death_Sound[2] = 0;
+ Death_Spell = 0;
+ Death_Target_Type = 0;
+
+ Kill_TextId[0] = 0;
+ Kill_TextId[1] = 0;
+ Kill_TextId[2] = 0;
+ Kill_Sound[0] = 0;
+ Kill_Sound[1] = 0;
+ Kill_Sound[2] = 0;
+ Kill_Spell = 0;
+ Kill_Target_Type = 0;
+
+ memset(Spell,0,sizeof(Spell));
+
+ EnterEvadeMode();
+}
+
+void SimpleAI::Reset()
+{
+}
+
+void SimpleAI::EnterCombat(Unit *who)
+{
+ //Reset cast timers
+ if (Spell[0].First_Cast >= 0)
+ Spell_Timer[0] = Spell[0].First_Cast;
+ else Spell_Timer[0] = 1000;
+ if (Spell[1].First_Cast >= 0)
+ Spell_Timer[1] = Spell[1].First_Cast;
+ else Spell_Timer[1] = 1000;
+ if (Spell[2].First_Cast >= 0)
+ Spell_Timer[2] = Spell[2].First_Cast;
+ else Spell_Timer[2] = 1000;
+ if (Spell[3].First_Cast >= 0)
+ Spell_Timer[3] = Spell[3].First_Cast;
+ else Spell_Timer[3] = 1000;
+ if (Spell[4].First_Cast >= 0)
+ Spell_Timer[4] = Spell[4].First_Cast;
+ else Spell_Timer[4] = 1000;
+ if (Spell[5].First_Cast >= 0)
+ Spell_Timer[5] = Spell[5].First_Cast;
+ else Spell_Timer[5] = 1000;
+ if (Spell[6].First_Cast >= 0)
+ Spell_Timer[6] = Spell[6].First_Cast;
+ else Spell_Timer[6] = 1000;
+ if (Spell[7].First_Cast >= 0)
+ Spell_Timer[7] = Spell[7].First_Cast;
+ else Spell_Timer[7] = 1000;
+ if (Spell[8].First_Cast >= 0)
+ Spell_Timer[8] = Spell[8].First_Cast;
+ else Spell_Timer[8] = 1000;
+ if (Spell[9].First_Cast >= 0)
+ Spell_Timer[9] = Spell[9].First_Cast;
+ else Spell_Timer[9] = 1000;
+
+ uint8 random_text = urand(0,2);
+
+ //Random text
+ if (Aggro_TextId[random_text])
+ DoScriptText(Aggro_TextId[random_text], me, who);
+
+ //Random sound
+ if (Aggro_Sound[random_text])
+ DoPlaySoundToSet(me, Aggro_Sound[random_text]);
+}
+
+void SimpleAI::KilledUnit(Unit *victim)
+{
+ uint8 random_text = urand(0,2);
+
+ //Random yell
+ if (Kill_TextId[random_text])
+ DoScriptText(Kill_TextId[random_text], me, victim);
+
+ //Random sound
+ if (Kill_Sound[random_text])
+ DoPlaySoundToSet(me, Kill_Sound[random_text]);
+
+ if (!Kill_Spell)
+ return;
+
+ Unit *pTarget = NULL;
+
+ switch (Kill_Target_Type)
+ {
+ case CAST_SELF:
+ pTarget = me;
+ break;
+ case CAST_HOSTILE_TARGET:
+ pTarget = me->getVictim();
+ break;
+ case CAST_HOSTILE_SECOND_AGGRO:
+ pTarget = SelectUnit(SELECT_TARGET_TOPAGGRO,1);
+ break;
+ case CAST_HOSTILE_LAST_AGGRO:
+ pTarget = SelectUnit(SELECT_TARGET_BOTTOMAGGRO,0);
+ break;
+ case CAST_HOSTILE_RANDOM:
+ pTarget = SelectUnit(SELECT_TARGET_RANDOM,0);
+ break;
+ case CAST_KILLEDUNIT_VICTIM:
+ pTarget = victim;
+ break;
+ }
+
+ //Target is ok, cast a spell on it
+ if (pTarget)
+ DoCast(pTarget, Kill_Spell);
+}
+
+void SimpleAI::DamageTaken(Unit *killer, uint32 &damage)
+{
+ //Return if damage taken won't kill us
+ if (me->GetHealth() > damage)
+ return;
+
+ uint8 random_text = urand(0,2);
+
+ //Random yell
+ if (Death_TextId[random_text])
+ DoScriptText(Death_TextId[random_text], me, killer);
+
+ //Random sound
+ if (Death_Sound[random_text])
+ DoPlaySoundToSet(me, Death_Sound[random_text]);
+
+ if (!Death_Spell)
+ return;
+
+ Unit *pTarget = NULL;
+
+ switch (Death_Target_Type)
+ {
+ case CAST_SELF:
+ pTarget = me;
+ break;
+ case CAST_HOSTILE_TARGET:
+ pTarget = me->getVictim();
+ break;
+ case CAST_HOSTILE_SECOND_AGGRO:
+ pTarget = SelectUnit(SELECT_TARGET_TOPAGGRO,1);
+ break;
+ case CAST_HOSTILE_LAST_AGGRO:
+ pTarget = SelectUnit(SELECT_TARGET_BOTTOMAGGRO,0);
+ break;
+ case CAST_HOSTILE_RANDOM:
+ pTarget = SelectUnit(SELECT_TARGET_RANDOM,0);
+ break;
+ case CAST_JUSTDIED_KILLER:
+ pTarget = killer;
+ break;
+ }
+
+ //Target is ok, cast a spell on it
+ if (pTarget)
+ DoCast(pTarget, Death_Spell);
+}
+
+void SimpleAI::UpdateAI(const uint32 diff)
+{
+ //Return since we have no target
+ if (!UpdateVictim())
+ return;
+
+ //Spells
+ for (uint32 i = 0; i < 10; ++i)
+ {
+ //Spell not valid
+ if (!Spell[i].Enabled || !Spell[i].Spell_Id)
+ continue;
+
+ if (Spell_Timer[i] <= diff)
+ {
+ //Check if this is a percentage based
+ if (Spell[i].First_Cast < 0 && Spell[i].First_Cast > -100 && me->GetHealth()*100 / me->GetMaxHealth() > -Spell[i].First_Cast)
+ continue;
+
+ //Check Current spell
+ if (!(Spell[i].InterruptPreviousCast && me->IsNonMeleeSpellCasted(false)))
+ {
+ Unit *pTarget = NULL;
+
+ switch (Spell[i].Cast_Target_Type)
+ {
+ case CAST_SELF:
+ pTarget = me;
+ break;
+ case CAST_HOSTILE_TARGET:
+ pTarget = me->getVictim();
+ break;
+ case CAST_HOSTILE_SECOND_AGGRO:
+ pTarget = SelectUnit(SELECT_TARGET_TOPAGGRO,1);
+ break;
+ case CAST_HOSTILE_LAST_AGGRO:
+ pTarget = SelectUnit(SELECT_TARGET_BOTTOMAGGRO,0);
+ break;
+ case CAST_HOSTILE_RANDOM:
+ pTarget = SelectUnit(SELECT_TARGET_RANDOM,0);
+ break;
+ }
+
+ //Target is ok, cast a spell on it and then do our random yell
+ if (pTarget)
+ {
+ if (me->IsNonMeleeSpellCasted(false))
+ me->InterruptNonMeleeSpells(false);
+
+ DoCast(pTarget, Spell[i].Spell_Id);
+
+ //Yell and sound use the same number so that you can make
+ //the Creature yell with the correct sound effect attached
+ uint8 random_text = urand(0,2);
+
+ //Random yell
+ if (Spell[i].TextId[random_text])
+ DoScriptText(Spell[i].TextId[random_text], me, pTarget);
+
+ //Random sound
+ if (Spell[i].Text_Sound[random_text])
+ DoPlaySoundToSet(me, Spell[i].Text_Sound[random_text]);
+ }
+
+ }
+
+ //Spell will cast agian when the cooldown is up
+ if (Spell[i].CooldownRandomAddition)
+ Spell_Timer[i] = Spell[i].Cooldown + (rand() % Spell[i].CooldownRandomAddition);
+ else Spell_Timer[i] = Spell[i].Cooldown;
+
+ } else Spell_Timer[i] -= diff;
+
+ }
+
+ DoMeleeAttackIfReady();
+}
+
diff --git a/src/server/game/AI/ScriptedAI/ScriptedSimpleAI.h b/src/server/game/AI/ScriptedAI/ScriptedSimpleAI.h
new file mode 100644
index 00000000000..c4689ff3fab
--- /dev/null
+++ b/src/server/game/AI/ScriptedAI/ScriptedSimpleAI.h
@@ -0,0 +1,71 @@
+/* Copyright (C) 2006 - 2009 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
+* This program is free software licensed under GPL version 2
+* Please see the included DOCS/LICENSE.TXT for more information */
+
+#ifndef SC_SIMPLEAI_H
+#define SC_SIMPLEAI_H
+
+enum CastTarget
+{
+ CAST_SELF = 0, //Self cast
+ CAST_HOSTILE_TARGET, //Our current target (ie: highest aggro)
+ CAST_HOSTILE_SECOND_AGGRO, //Second highest aggro (generaly used for cleaves and some special attacks)
+ CAST_HOSTILE_LAST_AGGRO, //Dead last on aggro (no idea what this could be used for)
+ CAST_HOSTILE_RANDOM, //Just any random target on our threat list
+ CAST_FRIENDLY_RANDOM, //NOT YET IMPLEMENTED
+
+ //Special cases
+ CAST_KILLEDUNIT_VICTIM, //Only works within KilledUnit function
+ CAST_JUSTDIED_KILLER, //Only works within JustDied function
+};
+
+struct SimpleAI : public ScriptedAI
+{
+ SimpleAI(Creature *c);// : ScriptedAI(c);
+
+ void Reset();
+
+ void EnterCombat(Unit * /*who*/);
+
+ void KilledUnit(Unit * /*victim*/);
+
+ void DamageTaken(Unit *killer, uint32 &damage);
+
+ void UpdateAI(const uint32 diff);
+
+public:
+
+ int32 Aggro_TextId[3];
+ uint32 Aggro_Sound[3];
+
+ int32 Death_TextId[3];
+ uint32 Death_Sound[3];
+ uint32 Death_Spell;
+ uint32 Death_Target_Type;
+
+ int32 Kill_TextId[3];
+ uint32 Kill_Sound[3];
+ uint32 Kill_Spell;
+ uint32 Kill_Target_Type;
+
+ struct SimpleAI_Spell
+ {
+ uint32 Spell_Id; //Spell ID to cast
+ int32 First_Cast; //Delay for first cast
+ uint32 Cooldown; //Cooldown between casts
+ uint32 CooldownRandomAddition; //Random addition to cooldown (in range from 0 - CooldownRandomAddition)
+ uint32 Cast_Target_Type; //Target type (note that certain spells may ignore this)
+ bool InterruptPreviousCast; //Interrupt a previous cast if this spell needs to be cast
+ bool Enabled; //Spell enabled or disabled (default: false)
+
+ //3 texts to many?
+ int32 TextId[3];
+ uint32 Text_Sound[3];
+ }Spell[10];
+
+protected:
+ uint32 Spell_Timer[10];
+};
+
+#endif
+
diff --git a/src/server/game/AI/ScriptedAI/ScriptedSmartAI.cpp b/src/server/game/AI/ScriptedAI/ScriptedSmartAI.cpp
new file mode 100644
index 00000000000..c5c11d5bef9
--- /dev/null
+++ b/src/server/game/AI/ScriptedAI/ScriptedSmartAI.cpp
@@ -0,0 +1,8 @@
+/* Copyright (C) 2008-2010 Trinity <http://www.trinitycore.org/>
+ *
+ * Thanks to the original authors: ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
+ *
+ * This program is free software licensed under GPL version 2
+ * Please see the included DOCS/LICENSE.TXT for more information */
+
+#include "ScriptedSmartAI.h" \ No newline at end of file
diff --git a/src/server/game/AI/ScriptedAI/ScriptedSmartAI.h b/src/server/game/AI/ScriptedAI/ScriptedSmartAI.h
new file mode 100644
index 00000000000..a1e10a06bb2
--- /dev/null
+++ b/src/server/game/AI/ScriptedAI/ScriptedSmartAI.h
@@ -0,0 +1,8 @@
+/* Copyright (C) 2008-2010 Trinity <http://www.trinitycore.org/>
+ *
+ * Thanks to the original authors: ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
+ *
+ * This program is free software licensed under GPL version 2
+ * Please see the included DOCS/LICENSE.TXT for more information */
+
+#include "Creature.h" \ No newline at end of file