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authormegamage <none@none>2009-01-28 20:16:11 -0600
committermegamage <none@none>2009-01-28 20:16:11 -0600
commit30c5bff102bc089bcc18677352bf506ac0219111 (patch)
treee06486f994a3b64ee6f971d495c5230e5b5ab6d4 /src
parent3a229014dca17012b623d5d4524ba8a5e069822f (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.cpp1
-rw-r--r--src/game/AggressorAI.cpp2
-rw-r--r--src/game/AggressorAI.h2
-rw-r--r--src/game/CreatureAI.cpp26
-rw-r--r--src/game/CreatureAI.h19
-rw-r--r--src/game/CreatureAIImpl.h2
-rw-r--r--src/game/CreatureAIRegistry.cpp2
-rw-r--r--src/game/CreatureAISelector.cpp4
-rw-r--r--src/game/GuardAI.cpp2
-rw-r--r--src/game/GuardAI.h2
-rw-r--r--src/game/NullCreatureAI.cpp14
-rw-r--r--src/game/NullCreatureAI.h30
-rw-r--r--src/game/OutdoorPvPObjectiveAI.cpp2
-rw-r--r--src/game/OutdoorPvPObjectiveAI.h2
-rw-r--r--src/game/PetAI.cpp6
-rw-r--r--src/game/PetAI.h4
-rw-r--r--src/game/PossessedAI.h3
-rw-r--r--src/game/ReactorAI.h2
-rw-r--r--src/game/TotemAI.cpp2
-rw-r--r--src/game/TotemAI.h2
-rw-r--r--src/game/Unit.cpp21
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