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-rw-r--r--src/game/CreatureAI.cpp304
1 files changed, 252 insertions, 52 deletions
diff --git a/src/game/CreatureAI.cpp b/src/game/CreatureAI.cpp
index 3a7cb896e88..67458f5a157 100644
--- a/src/game/CreatureAI.cpp
+++ b/src/game/CreatureAI.cpp
@@ -1,7 +1,7 @@
/*
- * Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.org/>
+ * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
*
- * Copyright (C) 2008 Trinity <http://www.trinitycore.org/>
+ * Copyright (C) 2008-2009 Trinity <http://www.trinitycore.org/>
*
* 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
@@ -19,58 +19,71 @@
*/
#include "CreatureAI.h"
+#include "CreatureAIImpl.h"
#include "Creature.h"
-#include "Player.h"
-#include "Pet.h"
-#include "SpellAuras.h"
#include "World.h"
+#include "SpellMgr.h"
-void UnitAI::AttackStart(Unit *victim)
+//Disable CreatureAI when charmed
+void CreatureAI::OnCharmed(bool apply)
+{
+ //me->IsAIEnabled = !apply;*/
+ me->NeedChangeAI = true;
+ me->IsAIEnabled = false;
+}
+
+AISpellInfoType * CreatureAI::AISpellInfo;
+
+void CreatureAI::DoZoneInCombat(Creature* creature)
{
- if(!victim)
+ if (!creature)
+ creature = me;
+
+ if(!creature->CanHaveThreatList())
return;
- if(me->Attack(victim, true))
+ Map *map = creature->GetMap();
+ if (!map->IsDungeon()) //use IsDungeon instead of Instanceable, in case battlegrounds will be instantiated
{
- //DEBUG_LOG("Creature %s tagged a victim to kill [guid=%u]", me->GetName(), victim->GetGUIDLow());
- me->GetMotionMaster()->MoveChase(victim);
+ sLog.outError("DoZoneInCombat call for map that isn't an instance (creature entry = %d)", creature->GetTypeId() == TYPEID_UNIT ? ((Creature*)creature)->GetEntry() : 0);
+ return;
}
-}
-void UnitAI::DoMeleeAttackIfReady()
-{
- //Make sure our attack is ready and we aren't currently casting before checking distance
- if (me->isAttackReady() && !me->hasUnitState(UNIT_STAT_CASTING))
+ if(!creature->HasReactState(REACT_PASSIVE) && !creature->getVictim())
{
- //If we are within range melee the target
- if (me->IsWithinMeleeRange(me->getVictim()))
+ if(Unit *target = creature->SelectNearestTarget())
+ creature->AI()->AttackStart(target);
+ else if(creature->isSummon())
{
- me->AttackerStateUpdate(me->getVictim());
- me->resetAttackTimer();
+ if(Unit *summoner = ((TempSummon*)creature)->GetSummoner())
+ {
+ Unit *target = summoner->getAttackerForHelper();
+ if(!target && summoner->CanHaveThreatList() && !summoner->getThreatManager().isThreatListEmpty())
+ target = summoner->getThreatManager().getHostilTarget();
+ if(target && (creature->IsFriendlyTo(summoner) || creature->IsHostileTo(target)))
+ creature->AI()->AttackStart(target);
+ }
}
}
- if (me->haveOffhandWeapon() && me->isAttackReady(OFF_ATTACK) && !me->hasUnitState(UNIT_STAT_CASTING))
+
+ if(!creature->HasReactState(REACT_PASSIVE) && !creature->getVictim())
{
- //If we are within range melee the target
- if (me->IsWithinMeleeRange(me->getVictim()))
+ sLog.outError("DoZoneInCombat called for creature that has empty threat list (creature entry = %u)", creature->GetEntry());
+ return;
+ }
+
+ Map::PlayerList const &PlayerList = map->GetPlayers();
+ for(Map::PlayerList::const_iterator i = PlayerList.begin(); i != PlayerList.end(); ++i)
+ {
+ if (i->getSource()->isAlive())
{
- me->AttackerStateUpdate(me->getVictim(), OFF_ATTACK);
- me->resetAttackTimer(OFF_ATTACK);
+ creature->SetInCombatWith(i->getSource());
+ i->getSource()->SetInCombatWith(creature);
+ creature->AddThreat(i->getSource(), 0.0f);
}
}
}
-//Enable PlayerAI when charmed
-void PlayerAI::OnCharmed(bool apply) { me->IsAIEnabled = apply; }
-
-//Disable CreatureAI when charmed
-void CreatureAI::OnCharmed(bool apply)
-{
- //me->IsAIEnabled = !apply;*/
- me->NeedChangeAI = true;
- me->IsAIEnabled = false;
-}
-
void CreatureAI::MoveInLineOfSight(Unit *who)
{
if(me->getVictim())
@@ -93,40 +106,227 @@ bool CreatureAI::UpdateVictim()
return me->getVictim();
}
-void CreatureAI::EnterEvadeMode()
+bool CreatureAI::_EnterEvadeMode()
{
+ if(me->IsInEvadeMode() || !me->isAlive())
+ return false;
+
me->RemoveAllAuras();
me->DeleteThreatList();
- me->CombatStop();
+ me->CombatStop(true);
me->LoadCreaturesAddon();
me->SetLootRecipient(NULL);
me->ResetDamageByPlayers();
- if(me->isAlive())
+ return true;
+}
+
+void CreatureAI::EnterEvadeMode()
+{
+ if(!_EnterEvadeMode())
+ return;
+
+ if(Unit *owner = me->GetCharmerOrOwner())
+ me->GetMotionMaster()->MoveFollow(owner, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE, MOTION_SLOT_IDLE);
+ else
me->GetMotionMaster()->MoveTargetedHome();
+
+ Reset();
+}
+
+inline bool SelectTargetHelper(const Unit * me, const Unit * target, const bool &playerOnly, const float &dist, const int32 &aura)
+{
+ if(playerOnly && target->GetTypeId() != TYPEID_PLAYER)
+ return false;
+
+ if(dist && !me->IsWithinCombatRange(target, dist))
+ return false;
+
+ if(aura)
+ {
+ if(aura > 0)
+ {
+ if(!target->HasAura(aura))
+ return false;
+ }
+ else
+ {
+ if(target->HasAura(aura))
+ return false;
+ }
+ }
+
+ return true;
}
-void SimpleCharmedAI::UpdateAI(const uint32 /*diff*/)
+struct TargetDistanceOrder : public std::binary_function<const Unit *, const Unit *, bool>
{
- Creature *charmer = (Creature*)me->GetCharmer();
+ const Unit * me;
+ TargetDistanceOrder(const Unit* Target) : me(Target) {};
+ // functor for operator ">"
+ bool operator()(const Unit * _Left, const Unit * _Right) const
+ {
+ return (me->GetDistanceSq(_Left) < me->GetDistanceSq(_Right));
+ }
+};
+
+Unit* CreatureAI::SelectTarget(SelectAggroTarget targetType, uint32 position, float dist, bool playerOnly, int32 aura)
+{
+ if(targetType == SELECT_TARGET_NEAREST || targetType == SELECT_TARGET_FARTHEST)
+ {
+ std::list<HostilReference*> &m_threatlist = me->getThreatManager().getThreatList();
+ if(position >= m_threatlist.size())
+ return NULL;
+
+ std::list<Unit*> targetList;
+ for(std::list<HostilReference*>::iterator itr = m_threatlist.begin(); itr!= m_threatlist.end(); ++itr)
+ if(SelectTargetHelper(me, (*itr)->getTarget(), playerOnly, dist, aura))
+ targetList.push_back((*itr)->getTarget());
+
+ if(position >= targetList.size())
+ return NULL;
- //kill self if charm aura has infinite duration
- if(charmer->IsInEvadeMode())
+ targetList.sort(TargetDistanceOrder(m_creature));
+
+ if(targetType == SELECT_TARGET_NEAREST)
+ {
+ std::list<Unit*>::iterator i = targetList.begin();
+ advance(i, position);
+ return *i;
+ }
+ else
+ {
+ std::list<Unit*>::reverse_iterator i = targetList.rbegin();
+ advance(i, position);
+ return *i;
+ }
+ }
+ else
{
- 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())
+ std::list<HostilReference*> m_threatlist = me->getThreatManager().getThreatList();
+ std::list<HostilReference*>::iterator i;
+ while(position < m_threatlist.size())
+ {
+ if(targetType == SELECT_TARGET_BOTTOMAGGRO)
{
- charmer->Kill(me);
- return;
+ i = m_threatlist.end();
+ advance(i, - (int32)position - 1);
}
+ else
+ {
+ i = m_threatlist.begin();
+ if(targetType == SELECT_TARGET_TOPAGGRO)
+ advance(i, position);
+ else // random
+ advance(i, position + rand()%(m_threatlist.size() - position));
+ }
+
+ if(SelectTargetHelper(me, (*i)->getTarget(), playerOnly, dist, aura))
+ return (*i)->getTarget();
+ else
+ m_threatlist.erase(i);
+ }
}
- if(!charmer->isInCombat())
- me->GetMotionMaster()->MoveFollow(charmer, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
+ return NULL;
+}
- Unit *target = me->getVictim();
- if(!target || !charmer->canAttack(target))
- AttackStart(charmer->SelectNearestTarget());
+void CreatureAI::SelectTargetList(std::list<Unit*> &targetList, uint32 num, SelectAggroTarget targetType, float dist, bool playerOnly, int32 aura)
+{
+ if(targetType == SELECT_TARGET_NEAREST || targetType == SELECT_TARGET_FARTHEST)
+ {
+ std::list<HostilReference*> &m_threatlist = m_creature->getThreatManager().getThreatList();
+ if(m_threatlist.empty())
+ return;
+
+ for(std::list<HostilReference*>::iterator itr = m_threatlist.begin(); itr!= m_threatlist.end(); ++itr)
+ if(SelectTargetHelper(me, (*itr)->getTarget(), playerOnly, dist, aura))
+ targetList.push_back((*itr)->getTarget());
+
+ targetList.sort(TargetDistanceOrder(me));
+ targetList.resize(num);
+ if(targetType == SELECT_TARGET_FARTHEST)
+ targetList.reverse();
+ }
+ else
+ {
+ std::list<HostilReference*> m_threatlist = me->getThreatManager().getThreatList();
+ std::list<HostilReference*>::iterator i;
+ while(!m_threatlist.empty() && num)
+ {
+ if(targetType == SELECT_TARGET_BOTTOMAGGRO)
+ {
+ i = m_threatlist.end();
+ --i;
+ }
+ else
+ {
+ i = m_threatlist.begin();
+ if(targetType == SELECT_TARGET_RANDOM)
+ advance(i, rand()%m_threatlist.size());
+ }
+
+ if(SelectTargetHelper(me, (*i)->getTarget(), playerOnly, dist, aura))
+ {
+ targetList.push_back((*i)->getTarget());
+ --num;
+ }
+ m_threatlist.erase(i);
+ }
+ }
+}
+
+void CreatureAI::FillAISpellInfo()
+{
+ AISpellInfo = new AISpellInfoType[GetSpellStore()->GetNumRows()];
+
+ AISpellInfoType *AIInfo = AISpellInfo;
+ const SpellEntry * spellInfo;
+
+ for(uint32 i = 0; i < GetSpellStore()->GetNumRows(); ++i, ++AIInfo)
+ {
+ spellInfo = GetSpellStore()->LookupEntry(i);
+ if(!spellInfo)
+ continue;
+
+ if(spellInfo->Attributes & SPELL_ATTR_CASTABLE_WHILE_DEAD)
+ AIInfo->condition = AICOND_DIE;
+ else if(IsPassiveSpell(i) || GetSpellDuration(spellInfo) == -1)
+ AIInfo->condition = AICOND_AGGRO;
+ else
+ AIInfo->condition = AICOND_COMBAT;
+
+ if(AIInfo->cooldown < spellInfo->RecoveryTime)
+ AIInfo->cooldown = spellInfo->RecoveryTime;
+
+ for(uint32 j = 0; j < 3; ++j)
+ {
+ if(spellInfo->EffectImplicitTargetA[j] == TARGET_UNIT_TARGET_ENEMY
+ || spellInfo->EffectImplicitTargetA[j] == TARGET_DST_TARGET_ENEMY)
+ {
+ if(AIInfo->target < AITARGET_VICTIM)
+ AIInfo->target = AITARGET_VICTIM;
+ }
+
+ if(spellInfo->Effect[j] == SPELL_EFFECT_APPLY_AURA)
+ {
+ if(spellInfo->EffectImplicitTargetA[j] == TARGET_UNIT_TARGET_ENEMY)
+ {
+ if(AIInfo->target < AITARGET_DEBUFF)
+ AIInfo->target = AITARGET_DEBUFF;
+ }
+ else if(IsPositiveSpell(i))
+ {
+ if(AIInfo->target < AITARGET_BUFF)
+ AIInfo->target = AITARGET_BUFF;
+ }
+ }
+ }
+ }
}
+/*void CreatureAI::AttackedBy( Unit* attacker )
+{
+ if(!m_creature->getVictim())
+ AttackStart(attacker);
+}*/