diff options
Diffstat (limited to 'src/bindings/scripts/base')
| -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.cpp | 309 | ||||
| -rw-r--r-- | src/bindings/scripts/base/follower_ai.h | 50 |
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 |
