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-rw-r--r--src/game/PetAI.cpp471
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diff --git a/src/game/PetAI.cpp b/src/game/PetAI.cpp
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--- a/src/game/PetAI.cpp
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-/*
- * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
- *
- * Copyright (C) 2008-2010 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
- * the Free Software Foundation; either version 2 of the License, or
- * (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software
- * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
- */
-
-#include "PetAI.h"
-#include "Errors.h"
-#include "Pet.h"
-#include "Player.h"
-#include "DBCStores.h"
-#include "Spell.h"
-#include "ObjectAccessor.h"
-#include "SpellMgr.h"
-#include "Creature.h"
-#include "World.h"
-#include "Util.h"
-
-int PetAI::Permissible(const Creature *creature)
-{
- if (creature->isPet())
- return PERMIT_BASE_SPECIAL;
-
- return PERMIT_BASE_NO;
-}
-
-PetAI::PetAI(Creature *c) : CreatureAI(c), i_tracker(TIME_INTERVAL_LOOK)
-{
- m_AllySet.clear();
- UpdateAllies();
-}
-
-void PetAI::EnterEvadeMode()
-{
-}
-
-bool PetAI::_needToStop() const
-{
- // This is needed for charmed creatures, as once their target was reset other effects can trigger threat
- if (me->isCharmed() && me->getVictim() == me->GetCharmer())
- return true;
-
- return !me->canAttack(me->getVictim());
-}
-
-void PetAI::_stopAttack()
-{
- if (!me->isAlive())
- {
- DEBUG_LOG("Creature stoped attacking cuz his dead [guid=%u]", me->GetGUIDLow());
- me->GetMotionMaster()->Clear();
- me->GetMotionMaster()->MoveIdle();
- me->CombatStop();
- me->getHostileRefManager().deleteReferences();
-
- return;
- }
-
- me->AttackStop();
- me->GetCharmInfo()->SetIsCommandAttack(false);
- HandleReturnMovement();
-}
-
-void PetAI::UpdateAI(const uint32 diff)
-{
- if (!me->isAlive())
- return;
-
- Unit* owner = me->GetCharmerOrOwner();
-
- if (m_updateAlliesTimer <= diff)
- // UpdateAllies self set update timer
- UpdateAllies();
- else
- m_updateAlliesTimer -= diff;
-
- // me->getVictim() can't be used for check in case stop fighting, me->getVictim() clear at Unit death etc.
- if (me->getVictim())
- {
- if (_needToStop())
- {
- DEBUG_LOG("Pet AI stoped attacking [guid=%u]", me->GetGUIDLow());
- _stopAttack();
- return;
- }
-
- DoMeleeAttackIfReady();
- }
- else if (owner && me->GetCharmInfo()) //no victim
- {
- Unit *nextTarget = SelectNextTarget();
-
- if (nextTarget)
- AttackStart(nextTarget);
- else
- HandleReturnMovement();
- }
- else if (owner && !me->hasUnitState(UNIT_STAT_FOLLOW)) // no charm info and no victim
- me->GetMotionMaster()->MoveFollow(owner,PET_FOLLOW_DIST, me->GetFollowAngle());
-
- if (!me->GetCharmInfo())
- return;
-
- // Autocast (casted only in combat or persistent spells in any state)
- if (me->GetGlobalCooldown() == 0 && !me->hasUnitState(UNIT_STAT_CASTING))
- {
- typedef std::vector<std::pair<Unit*, Spell*> > TargetSpellList;
- TargetSpellList targetSpellStore;
-
- for (uint8 i = 0; i < me->GetPetAutoSpellSize(); ++i)
- {
- uint32 spellID = me->GetPetAutoSpellOnPos(i);
- if (!spellID)
- continue;
-
- SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellID);
- if (!spellInfo)
- continue;
-
- // ignore some combinations of combat state and combat/noncombat spells
- if (!me->getVictim())
- {
- // ignore attacking spells, and allow only self/around spells
- if (!IsPositiveSpell(spellInfo->Id))
- continue;
-
- // non combat spells allowed
- // only pet spells have IsNonCombatSpell and not fit this reqs:
- // Consume Shadows, Lesser Invisibility, so ignore checks for its
- if (!IsNonCombatSpell(spellInfo))
- {
- // allow only spell without spell cost or with spell cost but not duration limit
- int32 duration = GetSpellDuration(spellInfo);
- if ((spellInfo->manaCost || spellInfo->ManaCostPercentage || spellInfo->manaPerSecond) && duration > 0)
- continue;
-
- // allow only spell without cooldown > duration
- int32 cooldown = GetSpellRecoveryTime(spellInfo);
- if (cooldown >= 0 && duration >= 0 && cooldown > duration)
- continue;
- }
- }
- else
- {
- // just ignore non-combat spells
- if (IsNonCombatSpell(spellInfo))
- continue;
- }
-
- Spell *spell = new Spell(me, spellInfo, false, 0);
-
- // Fix to allow pets on STAY to autocast
- if (me->getVictim() && _CanAttack(me->getVictim()) && spell->CanAutoCast(me->getVictim()))
- {
- targetSpellStore.push_back(std::make_pair<Unit*, Spell*>(me->getVictim(), spell));
- continue;
- }
- else
- {
- bool spellUsed = false;
- for (std::set<uint64>::const_iterator tar = m_AllySet.begin(); tar != m_AllySet.end(); ++tar)
- {
- Unit* Target = ObjectAccessor::GetUnit(*me,*tar);
-
- //only buff targets that are in combat, unless the spell can only be cast while out of combat
- if (!Target)
- continue;
-
- if (spell->CanAutoCast(Target))
- {
- targetSpellStore.push_back(std::make_pair<Unit*, Spell*>(Target, spell));
- spellUsed = true;
- break;
- }
- }
- if (!spellUsed)
- delete spell;
- }
- }
-
- //found units to cast on to
- if (!targetSpellStore.empty())
- {
- uint32 index = urand(0, targetSpellStore.size() - 1);
-
- Spell* spell = targetSpellStore[index].second;
- Unit* target = targetSpellStore[index].first;
-
- targetSpellStore.erase(targetSpellStore.begin() + index);
-
- SpellCastTargets targets;
- targets.setUnitTarget(target);
-
- if (!me->HasInArc(M_PI, target))
- {
- me->SetInFront(target);
- if (target && target->GetTypeId() == TYPEID_PLAYER)
- me->SendUpdateToPlayer(target->ToPlayer());
-
- if (owner && owner->GetTypeId() == TYPEID_PLAYER)
- me->SendUpdateToPlayer(owner->ToPlayer());
- }
-
- me->AddCreatureSpellCooldown(spell->m_spellInfo->Id);
-
- spell->prepare(&targets);
- }
-
- // deleted cached Spell objects
- for (TargetSpellList::const_iterator itr = targetSpellStore.begin(); itr != targetSpellStore.end(); ++itr)
- delete itr->second;
- }
-}
-
-void PetAI::UpdateAllies()
-{
- Unit* owner = me->GetCharmerOrOwner();
- Group *pGroup = NULL;
-
- m_updateAlliesTimer = 10*IN_MILISECONDS; //update friendly targets every 10 seconds, lesser checks increase performance
-
- if (!owner)
- return;
- else if (owner->GetTypeId() == TYPEID_PLAYER)
- pGroup = owner->ToPlayer()->GetGroup();
-
- //only pet and owner/not in group->ok
- if (m_AllySet.size() == 2 && !pGroup)
- return;
- //owner is in group; group members filled in already (no raid -> subgroupcount = whole count)
- if (pGroup && !pGroup->isRaidGroup() && m_AllySet.size() == (pGroup->GetMembersCount() + 2))
- return;
-
- m_AllySet.clear();
- m_AllySet.insert(me->GetGUID());
- if (pGroup) //add group
- {
- for (GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
- {
- Player* Target = itr->getSource();
- if (!Target || !pGroup->SameSubGroup((Player*)owner, Target))
- continue;
-
- if (Target->GetGUID() == owner->GetGUID())
- continue;
-
- m_AllySet.insert(Target->GetGUID());
- }
- }
- else //remove group
- m_AllySet.insert(owner->GetGUID());
-}
-
-void PetAI::KilledUnit(Unit *victim)
-{
- // Called from Unit::Kill() in case where pet or owner kills something
- // if owner killed this victim, pet may still be attacking something else
- if (me->getVictim() && me->getVictim() != victim)
- return;
-
- // Clear target just in case. May help problem where health / focus / mana
- // regen gets stuck. Also resets attack command.
- // Can't use _stopAttack() because that activates movement handlers and ignores
- // next target selection
- me->AttackStop();
- me->GetCharmInfo()->SetIsCommandAttack(false);
-
- Unit *nextTarget = SelectNextTarget();
-
- if (nextTarget)
- AttackStart(nextTarget);
- else
- HandleReturnMovement(); // Return
-}
-
-void PetAI::AttackStart(Unit *target)
-{
- // Overrides Unit::AttackStart to correctly evaluate Pet states
-
- // Check all pet states to decide if we can attack this target
- if (!_CanAttack(target))
- return;
-
- // We can attack, should we chase or not?
- if (me->GetCharmInfo()->HasCommandState(COMMAND_FOLLOW))
- DoAttack(target,true); // FOLLOW, attack with chase
- else
- {
- if (me->GetCharmInfo()->IsCommandAttack())
- DoAttack(target,true); // STAY or FOLLOW, player clicked "attack" so attack with chase
- else
- DoAttack(target,false); // STAY, target in range, attack not clicked so attack without chase
- }
-}
-
-Unit *PetAI::SelectNextTarget()
-{
- // Provides next target selection after current target death
-
- // Passive pets don't do next target selection
- if (me->HasReactState(REACT_PASSIVE))
- return NULL;
-
- // Check pet's attackers first to prevent dragging mobs back
- // to owner
- if (me->getAttackerForHelper())
- return me->getAttackerForHelper();
-
- // Check owner's attackers if pet didn't have any
- if (me->GetCharmerOrOwner()->getAttackerForHelper())
- return me->GetCharmerOrOwner()->getAttackerForHelper();
-
- // 3.0.2 - Pets now start attacking their owners target in defensive mode as soon as the hunter does
- if (me->GetCharmerOrOwner()->getVictim())
- return me->GetCharmerOrOwner()->getVictim();
-
- // Default
- return NULL;
-}
-
-void PetAI::HandleReturnMovement()
-{
- // Handles moving the pet back to stay or owner
-
- if (me->GetCharmInfo()->HasCommandState(COMMAND_STAY))
- {
- if (!me->GetCharmInfo()->IsAtStay() && !me->GetCharmInfo()->IsReturning())
- {
- // Return to previous position where stay was clicked
- if (!me->GetCharmInfo()->IsCommandAttack())
- {
- float x,y,z;
-
- me->GetCharmInfo()->GetStayPosition(x, y, z);
- me->GetCharmInfo()->SetIsReturning(true);
- me->GetMotionMaster()->Clear();
- me->GetMotionMaster()->MovePoint(me->GetGUIDLow(),x,y,z);
- }
- }
- }
- else // COMMAND_FOLLOW
- {
- if (!me->GetCharmInfo()->IsFollowing() && !me->GetCharmInfo()->IsReturning())
- {
- if (!me->GetCharmInfo()->IsCommandAttack())
- {
- me->GetCharmInfo()->SetIsReturning(true);
- me->GetMotionMaster()->Clear();
- me->GetMotionMaster()->MoveFollow(me->GetCharmerOrOwner(), PET_FOLLOW_DIST, me->GetFollowAngle());
- }
- }
- }
-
-}
-
-void PetAI::DoAttack(Unit *target, bool chase)
-{
- // Handles attack with or without chase and also resets all
- // PetAI flags for next update / creature kill
-
- // me->GetCharmInfo()->SetIsCommandAttack(false);
-
- // The following conditions are true if chase == true
- // (Follow && (Aggressive || Defensive))
- // ((Stay || Follow) && (Passive && player clicked attack))
-
- if (chase)
- {
- if (me->Attack(target,true))
- {
- me->GetCharmInfo()->SetIsAtStay(false);
- me->GetCharmInfo()->SetIsFollowing(false);
- me->GetCharmInfo()->SetIsReturning(false);
- me->GetMotionMaster()->Clear();
- me->GetMotionMaster()->MoveChase(target);
- }
- }
- else // (Stay && ((Aggressive || Defensive) && In Melee Range)))
- {
- me->GetCharmInfo()->SetIsAtStay(true);
- me->GetCharmInfo()->SetIsFollowing(false);
- me->GetCharmInfo()->SetIsReturning(false);
- me->Attack(target,true);
- }
-}
-
-void PetAI::MovementInform(uint32 moveType, uint32 data)
-{
- // Receives notification when pet reaches stay or follow owner
- switch (moveType)
- {
- case POINT_MOTION_TYPE:
- {
- // Pet is returning to where stay was clicked. data should be
- // pet's GUIDLow since we set that as the waypoint ID
- if (data == me->GetGUIDLow() && me->GetCharmInfo()->IsReturning())
- {
- me->GetCharmInfo()->SetIsAtStay(true);
- me->GetCharmInfo()->SetIsReturning(false);
- me->GetCharmInfo()->SetIsFollowing(false);
- me->GetCharmInfo()->SetIsCommandAttack(false);
- me->GetMotionMaster()->Clear();
- me->GetMotionMaster()->MoveIdle();
- }
- }
- break;
-
- case TARGETED_MOTION_TYPE:
- {
- // If data is owner's GUIDLow then we've reached follow point,
- // otherwise we're probably chasing a creature
- if (me->GetCharmerOrOwner() && me->GetCharmInfo() && data == me->GetCharmerOrOwner()->GetGUIDLow() && me->GetCharmInfo()->IsReturning())
- {
- me->GetCharmInfo()->SetIsAtStay(false);
- me->GetCharmInfo()->SetIsReturning(false);
- me->GetCharmInfo()->SetIsFollowing(true);
- me->GetCharmInfo()->SetIsCommandAttack(false);
- me->addUnitState(UNIT_STAT_FOLLOW);
- }
- }
- break;
-
- default:
- break;
- }
-}
-
-bool PetAI::_CanAttack(Unit *target)
-{
- // Evaluates wether a pet can attack a specific
- // target based on CommandState, ReactState and other flags
-
- // Returning - check first since pets returning ignore attacks
- if (me->GetCharmInfo()->IsReturning())
- return false;
-
- // Passive - check now so we don't have to worry about passive in later checks
- if (me->HasReactState(REACT_PASSIVE))
- return me->GetCharmInfo()->IsCommandAttack();
-
- // Pets commanded to attack should not stop their approach if attacked by another creature
- if (me->getVictim() && (me->getVictim() != target))
- return !me->GetCharmInfo()->IsCommandAttack();
-
- // From this point on, pet will always be either aggressive or defensive
-
- // Stay - can attack if target is within range or commanded to
- if (me->GetCharmInfo()->HasCommandState(COMMAND_STAY))
- return (me->IsWithinMeleeRange(target, MIN_MELEE_REACH) || me->GetCharmInfo()->IsCommandAttack());
-
- // Follow
- if (me->GetCharmInfo()->HasCommandState(COMMAND_FOLLOW))
- return true;
-
- // default, though we shouldn't ever get here
- return false;
-}