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-rw-r--r--src/game/UnitAI.cpp327
1 files changed, 0 insertions, 327 deletions
diff --git a/src/game/UnitAI.cpp b/src/game/UnitAI.cpp
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--- 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());
-}