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Diffstat (limited to 'src/game/UnitAI.cpp')
| -rw-r--r-- | src/game/UnitAI.cpp | 327 |
1 files changed, 0 insertions, 327 deletions
diff --git a/src/game/UnitAI.cpp b/src/game/UnitAI.cpp deleted file mode 100644 index a156ec573d9..00000000000 --- a/src/game/UnitAI.cpp +++ /dev/null @@ -1,327 +0,0 @@ -/* - * 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 "UnitAI.h" -#include "Player.h" -#include "Creature.h" -#include "SpellAuras.h" -#include "SpellAuraEffects.h" -#include "SpellMgr.h" -#include "CreatureAIImpl.h" - -void UnitAI::AttackStart(Unit *victim) -{ - if (victim && me->Attack(victim, true)) - me->GetMotionMaster()->MoveChase(victim); -} - -void UnitAI::AttackStartCaster(Unit *victim, float dist) -{ - if (victim && me->Attack(victim, false)) - me->GetMotionMaster()->MoveChase(victim, dist); -} - -void UnitAI::DoMeleeAttackIfReady() -{ - if (me->hasUnitState(UNIT_STAT_CASTING)) - return; - - //Make sure our attack is ready and we aren't currently casting before checking distance - if (me->isAttackReady()) - { - //If we are within range melee the target - if (me->IsWithinMeleeRange(me->getVictim())) - { - me->AttackerStateUpdate(me->getVictim()); - me->resetAttackTimer(); - } - } - if (me->haveOffhandWeapon() && me->isAttackReady(OFF_ATTACK)) - { - //If we are within range melee the target - if (me->IsWithinMeleeRange(me->getVictim())) - { - me->AttackerStateUpdate(me->getVictim(), OFF_ATTACK); - me->resetAttackTimer(OFF_ATTACK); - } - } -} - -bool UnitAI::DoSpellAttackIfReady(uint32 spell) -{ - if (me->hasUnitState(UNIT_STAT_CASTING)) - return true; - - if (me->isAttackReady()) - { - if (me->IsWithinCombatRange(me->getVictim(), GetSpellMaxRange(spell, false))) - { - me->CastSpell(me->getVictim(), spell, false); - me->resetAttackTimer(); - } - else - return false; - } - return true; -} - -// default predicate function to select target based on distance, player and/or aura criteria -struct DefaultTargetSelector : public std::unary_function<Unit *, bool> -{ - const Unit *me; - float m_dist; - bool m_playerOnly; - int32 m_aura; - - // pUnit: the reference unit - // dist: if 0: ignored, if > 0: maximum distance to the reference unit, if < 0: minimum distance to the reference unit - // playerOnly: self explaining - // aura: if 0: ignored, if > 0: the target shall have the aura, if < 0, the target shall NOT have the aura - DefaultTargetSelector(const Unit *pUnit, float dist, bool playerOnly, int32 aura) : me(pUnit), m_dist(dist), m_playerOnly(playerOnly), m_aura(aura) {} - - bool operator() (const Unit *pTarget) - { - if (!me) - return false; - - if (!pTarget) - return false; - - if (m_playerOnly && (pTarget->GetTypeId() != TYPEID_PLAYER)) - return false; - - if (m_dist > 0.0f && !me->IsWithinCombatRange(pTarget, m_dist)) - return false; - - if (m_dist < 0.0f && me->IsWithinCombatRange(pTarget, -m_dist)) - return false; - - if (m_aura) - { - if (m_aura > 0) - { - if (!pTarget->HasAura(m_aura)) - return false; - } - else - { - if (pTarget->HasAura(m_aura)) - return false; - } - } - - return true; - } -}; - -Unit* UnitAI::SelectTarget(SelectAggroTarget targetType, uint32 position, float dist, bool playerOnly, int32 aura) -{ - return SelectTarget(targetType, position, DefaultTargetSelector(me, dist, playerOnly, aura)); -} - -void UnitAI::SelectTargetList(std::list<Unit*> &targetList, uint32 num, SelectAggroTarget targetType, float dist, bool playerOnly, int32 aura) -{ - const std::list<HostileReference*> &threatlist = me->getThreatManager().getThreatList(); - - if (threatlist.empty()) - return; - - DefaultTargetSelector targetSelector(me, dist,playerOnly, aura); - for (std::list<HostileReference*>::const_iterator itr = threatlist.begin(); itr != threatlist.end(); ++itr) - if (targetSelector((*itr)->getTarget())) - targetList.push_back((*itr)->getTarget()); - - if (targetType == SELECT_TARGET_NEAREST || targetType == SELECT_TARGET_FARTHEST) - targetList.sort(Trinity::ObjectDistanceOrderPred(me)); - - if (targetType == SELECT_TARGET_FARTHEST || targetType == SELECT_TARGET_BOTTOMAGGRO) - targetList.reverse(); - - if (targetList.size() < num) - return; - - if (targetType == SELECT_TARGET_RANDOM) - { - while (num < targetList.size()) { - std::list<Unit*>::iterator itr = targetList.begin(); - advance(itr, urand(0, targetList.size()-1)); - targetList.erase(itr); - } - } - else - targetList.resize(num); -} - -float UnitAI::DoGetSpellMaxRange(uint32 spellId, bool positive) -{ - return GetSpellMaxRange(spellId, positive); -} - -void UnitAI::DoAddAuraToAllHostilePlayers(uint32 spellid) -{ - if (me->isInCombat()) - { - std::list<HostileReference*>& threatlist = me->getThreatManager().getThreatList(); - for (std::list<HostileReference*>::iterator itr = threatlist.begin(); itr != threatlist.end(); ++itr) - { - if (Unit *pTemp = Unit::GetUnit(*me,(*itr)->getUnitGuid())) - if (pTemp->GetTypeId() == TYPEID_PLAYER) - me->AddAura(spellid, pTemp); - } - }else - return; -} - -void UnitAI::DoCastToAllHostilePlayers(uint32 spellid, bool triggered) -{ - if (me->isInCombat()) - { - std::list<HostileReference*>& threatlist = me->getThreatManager().getThreatList(); - for (std::list<HostileReference*>::iterator itr = threatlist.begin(); itr != threatlist.end(); ++itr) - { - if (Unit *pTemp = Unit::GetUnit(*me,(*itr)->getUnitGuid())) - if (pTemp->GetTypeId() == TYPEID_PLAYER) - me->CastSpell(pTemp, spellid, triggered); - } - }else - return; -} - -void UnitAI::DoCast(uint32 spellId) -{ - Unit *target = NULL; - //sLog.outError("aggre %u %u", spellId, (uint32)AISpellInfo[spellId].target); - switch(AISpellInfo[spellId].target) - { - default: - case AITARGET_SELF: target = me; break; - case AITARGET_VICTIM: target = me->getVictim(); break; - case AITARGET_ENEMY: - { - const SpellEntry * spellInfo = GetSpellStore()->LookupEntry(spellId); - bool playerOnly = spellInfo->AttributesEx3 & SPELL_ATTR_EX3_PLAYERS_ONLY; - //float range = GetSpellMaxRange(spellInfo, false); - target = SelectTarget(SELECT_TARGET_RANDOM, 0, GetSpellMaxRange(spellInfo, false), playerOnly); - break; - } - case AITARGET_ALLY: target = me; break; - case AITARGET_BUFF: target = me; break; - case AITARGET_DEBUFF: - { - const SpellEntry * spellInfo = GetSpellStore()->LookupEntry(spellId); - bool playerOnly = spellInfo->AttributesEx3 & SPELL_ATTR_EX3_PLAYERS_ONLY; - float range = GetSpellMaxRange(spellInfo, false); - - DefaultTargetSelector targetSelector(me, range, playerOnly, -(int32)spellId); - if (!(spellInfo->Attributes & SPELL_ATTR_BREAKABLE_BY_DAMAGE) - && !(spellInfo->AuraInterruptFlags & AURA_INTERRUPT_FLAG_NOT_VICTIM) - && targetSelector(me->getVictim())) - target = me->getVictim(); - else - target = SelectTarget(SELECT_TARGET_RANDOM, 0, targetSelector); - break; - } - } - - if (target) - me->CastSpell(target, spellId, false); -} - -#define UPDATE_TARGET(a) {if (AIInfo->target<a) AIInfo->target=a;} - -void UnitAI::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; - - if (!GetSpellMaxRange(spellInfo, false)) - UPDATE_TARGET(AITARGET_SELF) - else - { - for (uint32 j = 0; j < 3; ++j) - { - uint32 targetType = spellInfo->EffectImplicitTargetA[j]; - - if (targetType == TARGET_UNIT_TARGET_ENEMY - || targetType == TARGET_DST_TARGET_ENEMY) - UPDATE_TARGET(AITARGET_VICTIM) - else if (targetType == TARGET_UNIT_AREA_ENEMY_DST) - UPDATE_TARGET(AITARGET_ENEMY) - - if (spellInfo->Effect[j] == SPELL_EFFECT_APPLY_AURA) - { - if (targetType == TARGET_UNIT_TARGET_ENEMY) - UPDATE_TARGET(AITARGET_DEBUFF) - else if (IsPositiveSpell(i)) - UPDATE_TARGET(AITARGET_BUFF) - } - } - } - AIInfo->realCooldown = spellInfo->RecoveryTime + spellInfo->StartRecoveryTime; - SpellRangeEntry const* srange = sSpellRangeStore.LookupEntry(spellInfo->rangeIndex); - if (srange) - AIInfo->maxRange = srange->maxRangeHostile * 3 / 4; - } -} - -//Enable PlayerAI when charmed -void PlayerAI::OnCharmed(bool apply) { me->IsAIEnabled = apply; } - -void SimpleCharmedAI::UpdateAI(const uint32 /*diff*/) -{ - Creature *charmer = me->GetCharmer()->ToCreature(); - - //kill self if charm aura has infinite duration - if (charmer->IsInEvadeMode()) - { - Unit::AuraEffectList const& auras = me->GetAuraEffectsByType(SPELL_AURA_MOD_CHARM); - for (Unit::AuraEffectList::const_iterator iter = auras.begin(); iter != auras.end(); ++iter) - if ((*iter)->GetCasterGUID() == charmer->GetGUID() && (*iter)->GetBase()->IsPermanent()) - { - charmer->Kill(me); - return; - } - } - - if (!charmer->isInCombat()) - me->GetMotionMaster()->MoveFollow(charmer, PET_FOLLOW_DIST, me->GetFollowAngle()); - - Unit *target = me->getVictim(); - if (!target || !charmer->canAttack(target)) - AttackStart(charmer->SelectNearestTargetInAttackDistance()); -} |
