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-rw-r--r--src/bindings/scripts/base/escort_ai.cpp (renamed from src/bindings/scripts/base/escortAI.cpp)2
-rw-r--r--src/bindings/scripts/base/escort_ai.h (renamed from src/bindings/scripts/base/escortAI.h)0
-rw-r--r--src/bindings/scripts/base/follower_ai.cpp309
-rw-r--r--src/bindings/scripts/base/follower_ai.h50
4 files changed, 360 insertions, 1 deletions
diff --git a/src/bindings/scripts/base/escortAI.cpp b/src/bindings/scripts/base/escort_ai.cpp
index 2c9b968d281..3f4c8601f90 100644
--- a/src/bindings/scripts/base/escortAI.cpp
+++ b/src/bindings/scripts/base/escort_ai.cpp
@@ -10,7 +10,7 @@ SDCategory: Npc
EndScriptData */
#include "precompiled.h"
-#include "escortAI.h"
+#include "escort_ai.h"
enum
{
diff --git a/src/bindings/scripts/base/escortAI.h b/src/bindings/scripts/base/escort_ai.h
index 8ce82eb370a..8ce82eb370a 100644
--- a/src/bindings/scripts/base/escortAI.h
+++ b/src/bindings/scripts/base/escort_ai.h
diff --git a/src/bindings/scripts/base/follower_ai.cpp b/src/bindings/scripts/base/follower_ai.cpp
new file mode 100644
index 00000000000..eb847c219db
--- /dev/null
+++ b/src/bindings/scripts/base/follower_ai.cpp
@@ -0,0 +1,309 @@
+/* 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 "precompiled.h"
+#include "follower_ai.h"
+
+const float MAX_PLAYER_DISTANCE = 100.0f;
+
+enum
+{
+ POINT_COMBAT_START = 0xFFFFFF
+};
+
+FollowerAI::FollowerAI(Creature* pCreature) : ScriptedAI(pCreature),
+ m_uiLeaderGUID(0),
+ m_pQuestForFollow(NULL),
+ m_uiUpdateFollowTimer(2500),
+ m_bIsFollowing(false),
+ m_bIsReturnToLeader(false),
+ m_bIsFollowComplete(false)
+{}
+
+void FollowerAI::AttackStart(Unit* pWho)
+{
+ if (!pWho)
+ return;
+
+ if (m_creature->Attack(pWho, true))
+ {
+ m_creature->AddThreat(pWho, 0.0f);
+ m_creature->SetInCombatWith(pWho);
+ pWho->SetInCombatWith(m_creature);
+
+ if (m_creature->hasUnitState(UNIT_STAT_FOLLOW))
+ m_creature->clearUnitState(UNIT_STAT_FOLLOW);
+
+ if (IsCombatMovement())
+ m_creature->GetMotionMaster()->MoveChase(pWho);
+ }
+}
+
+void FollowerAI::MoveInLineOfSight(Unit* pWho)
+{
+ if (!m_creature->hasUnitState(UNIT_STAT_STUNNED) && pWho->isTargetableForAttack() &&
+ m_creature->IsHostileTo(pWho) && pWho->isInAccessiblePlaceFor(m_creature))
+ {
+ if (!m_creature->canFly() && m_creature->GetDistanceZ(pWho) > CREATURE_Z_ATTACK_RANGE)
+ return;
+
+ //This part provides assistance to a player that are attacked by pWho, even if out of normal aggro range
+ //It will cause m_creature 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.
+ if (m_creature->hasUnitState(UNIT_STAT_FOLLOW) &&
+ m_creature->GetCreatureInfo()->type_flags & 0x01000 &&
+ pWho->getVictim() &&
+ pWho->getVictim()->GetCharmerOrOwnerPlayerOrPlayerItself() &&
+ m_creature->IsWithinDistInMap(pWho, MAX_PLAYER_DISTANCE) &&
+ m_creature->IsWithinLOSInMap(pWho))
+ {
+ pWho->RemoveAurasDueToSpell(SPELL_AURA_MOD_STEALTH);
+ AttackStart(pWho);
+ }
+ else
+ {
+ float attackRadius = m_creature->GetAttackDistance(pWho);
+ if (m_creature->IsWithinDistInMap(pWho, attackRadius) && m_creature->IsWithinLOSInMap(pWho))
+ {
+ if (!m_creature->getVictim())
+ {
+ pWho->RemoveAurasDueToSpell(SPELL_AURA_MOD_STEALTH);
+ AttackStart(pWho);
+ }
+ else if (m_creature->GetMap()->IsDungeon())
+ {
+ pWho->SetInCombatWith(m_creature);
+ m_creature->AddThreat(pWho, 0.0f);
+ }
+ }
+ }
+ }
+}
+
+void FollowerAI::JustDied(Unit* pKiller)
+{
+ if (!m_bIsFollowing || !m_uiLeaderGUID)
+ 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 (pPlayer->GetQuestStatus(m_pQuestForFollow->GetQuestId()) == QUEST_STATUS_INCOMPLETE)
+ pPlayer->FailQuest(m_pQuestForFollow->GetQuestId());
+ }
+ }
+ }
+ else
+ {
+ if (pPlayer->GetQuestStatus(m_pQuestForFollow->GetQuestId()) == QUEST_STATUS_INCOMPLETE)
+ pPlayer->FailQuest(m_pQuestForFollow->GetQuestId());
+ }
+ }
+}
+
+void FollowerAI::JustRespawned()
+{
+ m_bIsFollowing = false;
+ m_bIsReturnToLeader = false;
+ m_bIsFollowComplete = false;
+
+ if (!IsCombatMovement())
+ SetCombatMovement(true);
+
+ if (m_creature->getFaction() != m_creature->GetCreatureInfo()->faction_A)
+ m_creature->setFaction(m_creature->GetCreatureInfo()->faction_A);
+
+ Reset();
+}
+
+void FollowerAI::EnterEvadeMode()
+{
+ m_creature->RemoveAllAuras();
+ m_creature->DeleteThreatList();
+ m_creature->CombatStop(true);
+ m_creature->SetLootRecipient(NULL);
+
+ if (m_bIsFollowing)
+ {
+ debug_log("SD2: FollowerAI left combat, returning to CombatStartPosition.");
+
+ if (m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE)
+ {
+ float fPosX, fPosY, fPosZ;
+ m_creature->GetPosition(fPosX, fPosY, fPosZ);
+ m_creature->GetMotionMaster()->MovePoint(POINT_COMBAT_START, fPosX, fPosY, fPosZ);
+ }
+ }
+ else
+ {
+ if (m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE)
+ m_creature->GetMotionMaster()->MoveTargetedHome();
+ }
+
+ Reset();
+}
+
+void FollowerAI::UpdateAI(const uint32 uiDiff)
+{
+ if (m_bIsFollowing && !m_creature->getVictim())
+ {
+ if (m_uiUpdateFollowTimer < uiDiff)
+ {
+ if (m_bIsFollowComplete)
+ {
+ debug_log("SD2: FollowerAI is set completed, despawns.");
+ m_creature->ForcedDespawn();
+ return;
+ }
+
+ bool bIsMaxRangeExceeded = true;
+
+ if (Player* pPlayer = GetLeaderForFollower())
+ {
+ if (m_bIsReturnToLeader)
+ {
+ debug_log("SD2: FollowerAI is returning to leader.");
+ m_creature->GetMotionMaster()->MoveFollow(pPlayer, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
+ m_bIsReturnToLeader = false;
+ return;
+ }
+
+ if (Group* pGroup = pPlayer->GetGroup())
+ {
+ for(GroupReference* pRef = pGroup->GetFirstMember(); pRef != NULL; pRef = pRef->next())
+ {
+ Player* pMember = pRef->getSource();
+
+ if (pMember && m_creature->IsWithinDistInMap(pMember, MAX_PLAYER_DISTANCE))
+ {
+ bIsMaxRangeExceeded = false;
+ break;
+ }
+ }
+ }
+ else
+ {
+ if (m_creature->IsWithinDistInMap(pPlayer, MAX_PLAYER_DISTANCE))
+ bIsMaxRangeExceeded = false;
+ }
+ }
+
+ if (bIsMaxRangeExceeded)
+ {
+ debug_log("SD2: FollowerAI failed because player/group was to far away or not found");
+ m_creature->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 || !m_bIsFollowing)
+ return;
+
+ if (uiPointId == POINT_COMBAT_START)
+ {
+ if (GetLeaderForFollower())
+ m_bIsReturnToLeader = true;
+ else
+ m_creature->ForcedDespawn();
+ }
+}
+
+void FollowerAI::StartFollow(Player* pLeader, uint32 uiFactionForFollower, const Quest* pQuest)
+{
+ if (m_creature->getVictim())
+ {
+ debug_log("SD2: FollowerAI attempt to StartFollow while in combat.");
+ return;
+ }
+
+ if (m_bIsFollowing)
+ {
+ error_log("SD2: FollowerAI attempt to StartFollow while already following.");
+ return;
+ }
+
+ //set variables
+ m_uiLeaderGUID = pLeader->GetGUID();
+
+ if (uiFactionForFollower)
+ m_creature->setFaction(uiFactionForFollower);
+
+ m_pQuestForFollow = pQuest;
+
+ if (m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() == WAYPOINT_MOTION_TYPE)
+ {
+ m_creature->GetMotionMaster()->Clear();
+ m_creature->GetMotionMaster()->MoveIdle();
+ debug_log("SD2: FollowerAI start with WAYPOINT_MOTION_TYPE, set to MoveIdle.");
+ }
+
+ m_creature->SetUInt32Value(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_NONE);
+
+ m_creature->GetMotionMaster()->MoveFollow(pLeader, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
+
+ m_bIsFollowing = true;
+
+ debug_log("SD2: FollowerAI start follow %s (GUID %u)", pLeader->GetName(), m_uiLeaderGUID);
+}
+
+Player* FollowerAI::GetLeaderForFollower()
+{
+ if (Player* pLeader = (Player*)Unit::GetUnit(*m_creature, 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() && m_creature->IsWithinDistInMap(pMember, MAX_PLAYER_DISTANCE))
+ {
+ debug_log("SD2: FollowerAI GetLeader changed and returned new leader.");
+ m_uiLeaderGUID = pMember->GetGUID();
+ return pMember;
+ break;
+ }
+ }
+ }
+ }
+ }
+
+ debug_log("SD2: FollowerAI GetLeader can not find suitable leader.");
+ return NULL;
+}
diff --git a/src/bindings/scripts/base/follower_ai.h b/src/bindings/scripts/base/follower_ai.h
new file mode 100644
index 00000000000..d62980d4951
--- /dev/null
+++ b/src/bindings/scripts/base/follower_ai.h
@@ -0,0 +1,50 @@
+/* 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
+
+class TRINITY_DLL_DECL 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);
+
+ protected:
+ void SetFollowComplete() { m_bIsFollowComplete = true; }
+ bool IsFollowComplete() { return m_bIsFollowComplete; }
+
+ Player* GetLeaderForFollower();
+
+ private:
+ uint64 m_uiLeaderGUID;
+ uint32 m_uiUpdateFollowTimer;
+
+ bool m_bIsFollowing;
+ bool m_bIsReturnToLeader;
+ bool m_bIsFollowComplete;
+
+ const Quest* m_pQuestForFollow; //normally we have a quest
+};
+
+#endif