diff options
author | megamage <none@none> | 2009-01-28 20:16:11 -0600 |
---|---|---|
committer | megamage <none@none> | 2009-01-28 20:16:11 -0600 |
commit | 30c5bff102bc089bcc18677352bf506ac0219111 (patch) | |
tree | e06486f994a3b64ee6f971d495c5230e5b5ab6d4 /src | |
parent | 3a229014dca17012b623d5d4524ba8a5e069822f (diff) |
*Fix critter AI.
*Some AI structure change.
--HG--
branch : trunk
Diffstat (limited to 'src')
-rw-r--r-- | src/bindings/scripts/scripts/zone/stormwind/stormwind_city.cpp | 1 | ||||
-rw-r--r-- | src/game/AggressorAI.cpp | 2 | ||||
-rw-r--r-- | src/game/AggressorAI.h | 2 | ||||
-rw-r--r-- | src/game/CreatureAI.cpp | 26 | ||||
-rw-r--r-- | src/game/CreatureAI.h | 19 | ||||
-rw-r--r-- | src/game/CreatureAIImpl.h | 2 | ||||
-rw-r--r-- | src/game/CreatureAIRegistry.cpp | 2 | ||||
-rw-r--r-- | src/game/CreatureAISelector.cpp | 4 | ||||
-rw-r--r-- | src/game/GuardAI.cpp | 2 | ||||
-rw-r--r-- | src/game/GuardAI.h | 2 | ||||
-rw-r--r-- | src/game/NullCreatureAI.cpp | 14 | ||||
-rw-r--r-- | src/game/NullCreatureAI.h | 30 | ||||
-rw-r--r-- | src/game/OutdoorPvPObjectiveAI.cpp | 2 | ||||
-rw-r--r-- | src/game/OutdoorPvPObjectiveAI.h | 2 | ||||
-rw-r--r-- | src/game/PetAI.cpp | 6 | ||||
-rw-r--r-- | src/game/PetAI.h | 4 | ||||
-rw-r--r-- | src/game/PossessedAI.h | 3 | ||||
-rw-r--r-- | src/game/ReactorAI.h | 2 | ||||
-rw-r--r-- | src/game/TotemAI.cpp | 2 | ||||
-rw-r--r-- | src/game/TotemAI.h | 2 | ||||
-rw-r--r-- | src/game/Unit.cpp | 21 |
21 files changed, 97 insertions, 53 deletions
diff --git a/src/bindings/scripts/scripts/zone/stormwind/stormwind_city.cpp b/src/bindings/scripts/scripts/zone/stormwind/stormwind_city.cpp index c6ef71f25e5..6a11c455f67 100644 --- a/src/bindings/scripts/scripts/zone/stormwind/stormwind_city.cpp +++ b/src/bindings/scripts/scripts/zone/stormwind/stormwind_city.cpp @@ -149,7 +149,6 @@ struct TRINITY_DLL_DECL npc_dashel_stonefistAI : public ScriptedAI //m_creature->CombatStop(); EnterEvadeMode(); } - AttackedBy(done_by); } void Aggro(Unit *who) {} diff --git a/src/game/AggressorAI.cpp b/src/game/AggressorAI.cpp index 1e29cd1df30..99e39618f53 100644 --- a/src/game/AggressorAI.cpp +++ b/src/game/AggressorAI.cpp @@ -38,7 +38,7 @@ AggressorAI::Permissible(const Creature *creature) return PERMIT_BASE_NO; } -AggressorAI::AggressorAI(Creature &c) : i_creature(c), i_victimGuid(0), i_state(STATE_NORMAL), i_tracker(TIME_INTERVAL_LOOK) +AggressorAI::AggressorAI(Creature *c) : i_creature(*c), i_victimGuid(0), i_state(STATE_NORMAL), i_tracker(TIME_INTERVAL_LOOK) { } diff --git a/src/game/AggressorAI.h b/src/game/AggressorAI.h index 51c123237f8..f6e2a649c8a 100644 --- a/src/game/AggressorAI.h +++ b/src/game/AggressorAI.h @@ -36,7 +36,7 @@ class TRINITY_DLL_DECL AggressorAI : public CreatureAI public: - AggressorAI(Creature &c); + AggressorAI(Creature *c); void MoveInLineOfSight(Unit *); void AttackStart(Unit *); diff --git a/src/game/CreatureAI.cpp b/src/game/CreatureAI.cpp index 71046e2f154..66c9d5af0b0 100644 --- a/src/game/CreatureAI.cpp +++ b/src/game/CreatureAI.cpp @@ -27,37 +27,47 @@ CreatureAI::~CreatureAI() { } -SimpleCharmedAI::SimpleCharmedAI(Unit &u) : me(u) +void CreatureAI::EnterEvadeMode() { + if(!me) return; + + me->RemoveAllAuras(); + me->DeleteThreatList(); + me->CombatStop(); + me->LoadCreaturesAddon(); + me->SetLootRecipient(NULL); + + if(me->isAlive()) + me->GetMotionMaster()->MoveTargetedHome(); } void SimpleCharmedAI::UpdateAI(const uint32 /*diff*/) { - Creature *charmer = (Creature*)me.GetCharmer(); + Creature *charmer = (Creature*)me->GetCharmer(); //kill self if charm aura has infinite duration if(charmer->IsInEvadeMode()) { - Unit::AuraList const& auras = me.GetAurasByType(SPELL_AURA_MOD_CHARM); + Unit::AuraList const& auras = me->GetAurasByType(SPELL_AURA_MOD_CHARM); for(Unit::AuraList::const_iterator iter = auras.begin(); iter != auras.end(); ++iter) if((*iter)->GetCasterGUID() == charmer->GetGUID() && (*iter)->IsPermanent()) { - charmer->Kill(&me); + charmer->Kill(me); return; } } if(!charmer->isInCombat()) - me.GetMotionMaster()->MoveFollow(charmer, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE); + me->GetMotionMaster()->MoveFollow(charmer, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE); - Unit *target = me.getVictim(); + Unit *target = me->getVictim(); if(!target || !charmer->canAttack(target)) { target = charmer->SelectNearestTarget(); if(!target) return; - me.GetMotionMaster()->MoveChase(target); - me.Attack(target, true); + me->GetMotionMaster()->MoveChase(target); + me->Attack(target, true); } } diff --git a/src/game/CreatureAI.h b/src/game/CreatureAI.h index b5fda95ef85..72e911cceaf 100644 --- a/src/game/CreatureAI.h +++ b/src/game/CreatureAI.h @@ -72,21 +72,25 @@ enum SelectAggroTarget class TRINITY_DLL_SPEC UnitAI { public: + UnitAI(Unit *u) : me(u) {} virtual void UpdateAI(const uint32 diff) = 0; + protected: + Unit *me; }; -class TRINITY_DLL_SPEC SimpleCharmedAI +class TRINITY_DLL_SPEC SimpleCharmedAI : public UnitAI { public: - SimpleCharmedAI(Unit &u); virtual void UpdateAI(const uint32 diff); - private: - Unit &me; }; class TRINITY_DLL_SPEC CreatureAI : public UnitAI { + protected: + Creature *me; public: + CreatureAI() : UnitAI(NULL), me(NULL) {} + CreatureAI(Creature *c) : UnitAI((Unit*)c), me(c) {} virtual ~CreatureAI(); @@ -97,10 +101,10 @@ class TRINITY_DLL_SPEC CreatureAI : public UnitAI virtual void AttackStart(Unit *) = 0; // Called at stopping attack by any attacker - virtual void EnterEvadeMode() = 0; + virtual void EnterEvadeMode(); // Called at any Damage from any attacker (before damage apply) - virtual void DamageTaken(Unit *done_by, uint32 & /*damage*/) { AttackedBy(done_by); } + virtual void DamageTaken(Unit *done_by, uint32 & /*damage*/) {} // Is unit visible for MoveInLineOfSight virtual bool IsVisible(Unit *) const = 0; @@ -128,9 +132,6 @@ class TRINITY_DLL_SPEC CreatureAI : public UnitAI // Called when vitim entered water and creature can not enter water virtual bool canReachByRangeAttack(Unit*) { return false; } - // Called when the creature is attacked - virtual void AttackedBy(Unit * /*attacker*/) {} - // Called when creature is spawned or respawned (for reseting variables) virtual void JustRespawned() {} diff --git a/src/game/CreatureAIImpl.h b/src/game/CreatureAIImpl.h index 76ba93a3cb5..2122adeb61c 100644 --- a/src/game/CreatureAIImpl.h +++ b/src/game/CreatureAIImpl.h @@ -27,6 +27,6 @@ inline CreatureAI* CreatureAIFactory<REAL_AI>::Create(void *data) const { Creature* creature = reinterpret_cast<Creature *>(data); - return (new REAL_AI(*creature)); + return (new REAL_AI(creature)); } #endif diff --git a/src/game/CreatureAIRegistry.cpp b/src/game/CreatureAIRegistry.cpp index a4ee030c34e..12b4aa97d0d 100644 --- a/src/game/CreatureAIRegistry.cpp +++ b/src/game/CreatureAIRegistry.cpp @@ -41,6 +41,8 @@ namespace AIRegistry (new CreatureAIFactory<NullCreatureAI>("NullCreatureAI"))->RegisterSelf(); (new CreatureAIFactory<AggressorAI>("AggressorAI"))->RegisterSelf(); (new CreatureAIFactory<ReactorAI>("ReactorAI"))->RegisterSelf(); + (new CreatureAIFactory<PassiveAI>("PassiveAI"))->RegisterSelf(); + (new CreatureAIFactory<CritterAI>("CritterAI"))->RegisterSelf(); (new CreatureAIFactory<GuardAI>("GuardAI"))->RegisterSelf(); (new CreatureAIFactory<PetAI>("PetAI"))->RegisterSelf(); (new CreatureAIFactory<TotemAI>("TotemAI"))->RegisterSelf(); diff --git a/src/game/CreatureAISelector.cpp b/src/game/CreatureAISelector.cpp index 9927ff34df3..9e53fe0f641 100644 --- a/src/game/CreatureAISelector.cpp +++ b/src/game/CreatureAISelector.cpp @@ -65,6 +65,8 @@ namespace FactorySelector ai_factory = ai_registry.GetRegistryItem("TotemAI"); else if(creature->GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_TRIGGER) ai_factory = ai_registry.GetRegistryItem("NullCreatureAI"); + else if(creature->GetCreatureType() == CREATURE_TYPE_CRITTER) + ai_factory = ai_registry.GetRegistryItem("CritterAI"); } // select by permit check @@ -91,7 +93,7 @@ namespace FactorySelector ainame = (ai_factory == NULL) ? "NullCreatureAI" : ai_factory->key(); DEBUG_LOG("Creature %u used AI is %s.", creature->GetGUIDLow(), ainame.c_str() ); - return ( ai_factory == NULL ? new NullCreatureAI : ai_factory->Create(creature) ); + return ( ai_factory == NULL ? new NullCreatureAI(creature) : ai_factory->Create(creature) ); } MovementGenerator* selectMovementGenerator(Creature *creature) diff --git a/src/game/GuardAI.cpp b/src/game/GuardAI.cpp index 806b4a1a112..e5a7ce87092 100644 --- a/src/game/GuardAI.cpp +++ b/src/game/GuardAI.cpp @@ -33,7 +33,7 @@ int GuardAI::Permissible(const Creature *creature) return PERMIT_BASE_NO; } -GuardAI::GuardAI(Creature &c) : i_creature(c), i_victimGuid(0), i_state(STATE_NORMAL), i_tracker(TIME_INTERVAL_LOOK) +GuardAI::GuardAI(Creature *c) : i_creature(*c), i_victimGuid(0), i_state(STATE_NORMAL), i_tracker(TIME_INTERVAL_LOOK) { } diff --git a/src/game/GuardAI.h b/src/game/GuardAI.h index 07a638ea17a..16e0c6e8bd6 100644 --- a/src/game/GuardAI.h +++ b/src/game/GuardAI.h @@ -36,7 +36,7 @@ class TRINITY_DLL_DECL GuardAI : public CreatureAI public: - GuardAI(Creature &c); + GuardAI(Creature *c); void MoveInLineOfSight(Unit *); void AttackStart(Unit *); diff --git a/src/game/NullCreatureAI.cpp b/src/game/NullCreatureAI.cpp index 4c1cb592967..67839ab9315 100644 --- a/src/game/NullCreatureAI.cpp +++ b/src/game/NullCreatureAI.cpp @@ -19,7 +19,21 @@ */ #include "NullCreatureAI.h" +#include "Creature.h" NullCreatureAI::~NullCreatureAI() { } + +void CritterAI::DamageTaken(Unit *done_by, uint32 &) +{ + if(!me->hasUnitState(UNIT_STAT_FLEEING)) + me->SetControlled(true, UNIT_STAT_FLEEING); +} + +void CritterAI::EnterEvadeMode() +{ + if(me->hasUnitState(UNIT_STAT_FLEEING)) + me->SetControlled(false, UNIT_STAT_FLEEING); + CreatureAI::EnterEvadeMode(); +} diff --git a/src/game/NullCreatureAI.h b/src/game/NullCreatureAI.h index 3a93805fae2..a6a072fb48e 100644 --- a/src/game/NullCreatureAI.h +++ b/src/game/NullCreatureAI.h @@ -23,22 +23,38 @@ #include "CreatureAI.h" -class TRINITY_DLL_DECL NullCreatureAI : public CreatureAI +class TRINITY_DLL_DECL PassiveAI : public CreatureAI { public: - - NullCreatureAI(Creature &) {} - NullCreatureAI() {} - - ~NullCreatureAI(); + PassiveAI(Creature *c) : CreatureAI(c) {} + ~PassiveAI() {} void MoveInLineOfSight(Unit *) {} void AttackStart(Unit *) {} - void EnterEvadeMode() {} bool IsVisible(Unit *) const { return false; } void UpdateAI(const uint32) {} static int Permissible(const Creature *) { return PERMIT_BASE_IDLE; } }; + +class TRINITY_DLL_DECL NullCreatureAI : public PassiveAI +{ + public: + NullCreatureAI(Creature *c) : PassiveAI(c) {} + ~NullCreatureAI(); + + void EnterEvadeMode() {} +}; + +class TRINITY_DLL_DECL CritterAI : public PassiveAI +{ + public: + CritterAI(Creature *c) : PassiveAI(c) {} + ~CritterAI(); + + void DamageTaken(Unit *done_by, uint32 & /*damage*/); + void EnterEvadeMode(); +}; + #endif diff --git a/src/game/OutdoorPvPObjectiveAI.cpp b/src/game/OutdoorPvPObjectiveAI.cpp index e27c583eb25..ab82b6633ae 100644 --- a/src/game/OutdoorPvPObjectiveAI.cpp +++ b/src/game/OutdoorPvPObjectiveAI.cpp @@ -25,7 +25,7 @@ #define MAX_OUTDOOR_PVP_DISTANCE 200 // the max value in capture point type go data0 is 100 currently, so use twice that much to handle leaving as well -OutdoorPvPObjectiveAI::OutdoorPvPObjectiveAI(Creature &c) : i_creature(c) +OutdoorPvPObjectiveAI::OutdoorPvPObjectiveAI(Creature *c) : i_creature(*c) { sLog.outDebug("OutdoorPvP objective AI assigned to creature guid %u", c.GetGUIDLow()); c.SetReactState(REACT_AGGRESSIVE); diff --git a/src/game/OutdoorPvPObjectiveAI.h b/src/game/OutdoorPvPObjectiveAI.h index 19302a31305..2da9086dbd3 100644 --- a/src/game/OutdoorPvPObjectiveAI.h +++ b/src/game/OutdoorPvPObjectiveAI.h @@ -27,7 +27,7 @@ class TRINITY_DLL_DECL OutdoorPvPObjectiveAI : public CreatureAI { public: - OutdoorPvPObjectiveAI(Creature &c); + OutdoorPvPObjectiveAI(Creature *c); void MoveInLineOfSight(Unit *); bool IsVisible(Unit *) const; diff --git a/src/game/PetAI.cpp b/src/game/PetAI.cpp index abb62ade7da..85c2a77c921 100644 --- a/src/game/PetAI.cpp +++ b/src/game/PetAI.cpp @@ -38,7 +38,7 @@ int PetAI::Permissible(const Creature *creature) return PERMIT_BASE_NO; } -PetAI::PetAI(Creature &c) : i_pet(c), i_tracker(TIME_INTERVAL_LOOK), inCombat(false) +PetAI::PetAI(Creature *c) : i_pet(*c), i_tracker(TIME_INTERVAL_LOOK), inCombat(false) { m_AllySet.clear(); UpdateAllies(); @@ -339,10 +339,10 @@ void PetAI::UpdateAllies() m_AllySet.insert(owner->GetGUID()); } -void PetAI::AttackedBy(Unit *attacker) +/*void PetAI::AttackedBy(Unit *attacker) { //when attacked, fight back in case 1)no victim already AND 2)not set to passive AND 3)not set to stay, unless can it can reach attacker with melee attack anyway if(!i_pet.getVictim() && i_pet.GetCharmInfo() && !i_pet.GetCharmInfo()->HasReactState(REACT_PASSIVE) && (!i_pet.GetCharmInfo()->HasCommandState(COMMAND_STAY) || i_pet.IsWithinMeleeRange(attacker))) AttackStart(attacker); -} +}*/ diff --git a/src/game/PetAI.h b/src/game/PetAI.h index 33118dabdcb..8583404b669 100644 --- a/src/game/PetAI.h +++ b/src/game/PetAI.h @@ -31,13 +31,11 @@ class TRINITY_DLL_DECL PetAI : public CreatureAI { public: - PetAI(Creature &c); + PetAI(Creature *c); void MoveInLineOfSight(Unit *); void AttackStart(Unit *); void EnterEvadeMode(); - void DamageTaken(Unit *done_by, uint32& /*damage*/) { AttackedBy(done_by); } - void AttackedBy(Unit*); bool IsVisible(Unit *) const; void JustDied(Unit* who) { _stopAttack(); } diff --git a/src/game/PossessedAI.h b/src/game/PossessedAI.h index c33da2c3595..16c3172b6bf 100644 --- a/src/game/PossessedAI.h +++ b/src/game/PossessedAI.h @@ -28,7 +28,7 @@ class Creature; class TRINITY_DLL_DECL PossessedAI : public CreatureAI { public: - PossessedAI(Creature &c) : i_pet(c), i_victimGuid(0) {} + PossessedAI(Creature *c) : i_pet(*c), i_victimGuid(0) {} // Possessed creatures shouldn't aggro by themselves void MoveInLineOfSight(Unit *) {} @@ -36,7 +36,6 @@ class TRINITY_DLL_DECL PossessedAI : public CreatureAI void EnterEvadeMode() {} void JustDied(Unit*); void KilledUnit(Unit* victim); - void AttackedBy(Unit*) {} bool IsVisible(Unit * u) const { return _isVisible(u); } void UpdateAI(const uint32); diff --git a/src/game/ReactorAI.h b/src/game/ReactorAI.h index c71c48d0985..b2bfa3501c2 100644 --- a/src/game/ReactorAI.h +++ b/src/game/ReactorAI.h @@ -29,7 +29,7 @@ class TRINITY_DLL_DECL ReactorAI : public CreatureAI { public: - ReactorAI(Creature &c) : i_creature(c), i_victimGuid(0) {} + ReactorAI(Creature *c) : i_creature(*c), i_victimGuid(0) {} void MoveInLineOfSight(Unit *); void AttackStart(Unit *); diff --git a/src/game/TotemAI.cpp b/src/game/TotemAI.cpp index 7b99a8f0358..72a43cfc97b 100644 --- a/src/game/TotemAI.cpp +++ b/src/game/TotemAI.cpp @@ -40,7 +40,7 @@ TotemAI::Permissible(const Creature *creature) return PERMIT_BASE_NO; } -TotemAI::TotemAI(Creature &c) : i_totem(static_cast<Totem&>(c)), i_victimGuid(0) +TotemAI::TotemAI(Creature *c) : i_totem(static_cast<Totem&>(*c)), i_victimGuid(0) { } diff --git a/src/game/TotemAI.h b/src/game/TotemAI.h index 1b4f96e6067..8ce40e60c81 100644 --- a/src/game/TotemAI.h +++ b/src/game/TotemAI.h @@ -31,7 +31,7 @@ class TRINITY_DLL_DECL TotemAI : public CreatureAI { public: - TotemAI(Creature &c); + TotemAI(Creature *c); void MoveInLineOfSight(Unit *); void AttackStart(Unit *); diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp index 0296f7ceb4d..b2e214f915e 100644 --- a/src/game/Unit.cpp +++ b/src/game/Unit.cpp @@ -650,9 +650,6 @@ uint32 Unit::DealDamage(Unit *pVictim, uint32 damage, CleanDamage const* cleanDa // no xp,health if type 8 /critters/ if ( pVictim->GetCreatureType() == CREATURE_TYPE_CRITTER) { - // critters run away when hit - pVictim->GetMotionMaster()->MoveFleeing(this); - // allow loot only if has loot_id in creature_template if(damage >= pVictim->GetHealth()) { @@ -750,13 +747,13 @@ uint32 Unit::DealDamage(Unit *pVictim, uint32 damage, CleanDamage const* cleanDa if(damagetype != DOT) { - if(getVictim()) - { + if(!getVictim()) + /*{ // if have target and damage pVictim just call AI reaction if(pVictim != getVictim() && pVictim->GetTypeId()==TYPEID_UNIT && ((Creature*)pVictim)->AI()) ((Creature*)pVictim)->AI()->AttackedBy(this); } - else + else*/ { // if not have main target then attack state with target (including AI call) //start melee attacks only after melee hit @@ -8195,8 +8192,8 @@ bool Unit::Attack(Unit *victim, bool meleeAttack) m_attacking = victim; m_attacking->_addAttacker(this); - if(m_attacking->GetTypeId()==TYPEID_UNIT && ((Creature*)m_attacking)->AI()) - ((Creature*)m_attacking)->AI()->AttackedBy(this); + //if(m_attacking->GetTypeId()==TYPEID_UNIT && ((Creature*)m_attacking)->AI()) + // ((Creature*)m_attacking)->AI()->AttackedBy(this); if(GetTypeId()==TYPEID_UNIT) { @@ -12904,7 +12901,13 @@ void Unit::SetFeared(bool apply) Unit::AuraList const& fearAuras = GetAurasByType(SPELL_AURA_MOD_FEAR); if(!fearAuras.empty()) caster = ObjectAccessor::GetUnit(*this, fearAuras.front()->GetCasterGUID()); - if(!caster) caster = getVictim(); + if(!caster) + { + if(getVictim()) + caster = getVictim(); + else if(m_attackers.size()) + caster = *m_attackers.begin(); + } GetMotionMaster()->MoveFleeing(caster); // caster==NULL processed in MoveFleeing } else |