aboutsummaryrefslogtreecommitdiff
path: root/src/game/UnitAI.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'src/game/UnitAI.cpp')
-rw-r--r--src/game/UnitAI.cpp356
1 files changed, 356 insertions, 0 deletions
diff --git a/src/game/UnitAI.cpp b/src/game/UnitAI.cpp
new file mode 100644
index 00000000000..c159861697c
--- /dev/null
+++ b/src/game/UnitAI.cpp
@@ -0,0 +1,356 @@
+/*
+ * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
+ *
+ * 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
+ * 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 "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;
+}
+
+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;
+}
+
+struct TargetDistanceOrder : public std::binary_function<const Unit *, const Unit *, bool>
+{
+ 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* UnitAI::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;
+
+ targetList.sort(TargetDistanceOrder(me));
+
+ 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
+ {
+ std::list<HostilReference*> m_threatlist = me->getThreatManager().getThreatList();
+ std::list<HostilReference*>::iterator i;
+ while(position < m_threatlist.size())
+ {
+ if(targetType == SELECT_TARGET_BOTTOMAGGRO)
+ {
+ 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);
+ }
+ }
+
+ return NULL;
+}
+
+void UnitAI::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 = me->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 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);
+ if(!(spellInfo->Attributes & SPELL_ATTR_BREAKABLE_BY_DAMAGE)
+ && !(spellInfo->AuraInterruptFlags & AURA_INTERRUPT_FLAG_NOT_VICTIM)
+ && SelectTargetHelper(me, me->getVictim(), playerOnly, range, -(int32)spellId))
+ target = me->getVictim();
+ else
+ target = SelectTarget(SELECT_TARGET_RANDOM, 0, range, playerOnly, -(int32)spellId);
+ break;
+ }
+ }
+
+ if(target)
+ me->CastSpell(target, spellId, false);
+}
+
+void UnitAI::DoCast(Unit* victim, uint32 spellId, bool triggered)
+{
+ if(!victim || me->hasUnitState(UNIT_STAT_CASTING) && !triggered)
+ return;
+
+ me->CastSpell(victim, spellId, triggered);
+}
+
+void UnitAI::DoCastAOE(uint32 spellId, bool triggered)
+{
+ if(!triggered && me->hasUnitState(UNIT_STAT_CASTING))
+ return;
+
+ me->CastSpell((Unit*)NULL, spellId, triggered);
+}
+
+#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)
+ }
+ }
+ }
+ }
+}
+
+//Enable PlayerAI when charmed
+void PlayerAI::OnCharmed(bool apply) { me->IsAIEnabled = apply; }
+
+void SimpleCharmedAI::UpdateAI(const uint32 /*diff*/)
+{
+ Creature *charmer = (Creature*)me->GetCharmer();
+
+ //kill self if charm aura has infinite duration
+ if(charmer->IsInEvadeMode())
+ {
+ Unit::AuraEffectList const& auras = me->GetAurasByType(SPELL_AURA_MOD_CHARM);
+ for(Unit::AuraEffectList::const_iterator iter = auras.begin(); iter != auras.end(); ++iter)
+ if((*iter)->GetCasterGUID() == charmer->GetGUID() && (*iter)->GetParentAura()->IsPermanent())
+ {
+ charmer->Kill(me);
+ return;
+ }
+ }
+
+ if(!charmer->isInCombat())
+ me->GetMotionMaster()->MoveFollow(charmer, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
+
+ Unit *target = me->getVictim();
+ if(!target || !charmer->canAttack(target))
+ AttackStart(charmer->SelectNearestTarget());
+}