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-rw-r--r--src/server/game/AI/CombatAI.cpp370
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diff --git a/src/server/game/AI/CombatAI.cpp b/src/server/game/AI/CombatAI.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 "CombatAI.h"
+#include "SpellMgr.h"
+#include "Vehicle.h"
+
+int AggressorAI::Permissible(const Creature *creature)
+{
+ // have some hostile factions, it will be selected by IsHostileTo check at MoveInLineOfSight
+ if (!creature->isCivilian() && !creature->IsNeutralToAll())
+ return PERMIT_BASE_PROACTIVE;
+
+ return PERMIT_BASE_NO;
+}
+
+void AggressorAI::UpdateAI(const uint32 /*diff*/)
+{
+ if (!UpdateVictim())
+ return;
+
+ DoMeleeAttackIfReady();
+}
+
+// some day we will delete these useless things
+int CombatAI::Permissible(const Creature * /*creature*/)
+{
+ return PERMIT_BASE_NO;
+}
+
+int ArchorAI::Permissible(const Creature * /*creature*/)
+{
+ return PERMIT_BASE_NO;
+}
+
+int TurretAI::Permissible(const Creature * /*creature*/)
+{
+ return PERMIT_BASE_NO;
+}
+
+int AOEAI::Permissible(const Creature * /*creature*/)
+{
+ return PERMIT_BASE_NO;
+}
+
+int VehicleAI::Permissible(const Creature * /*creature*/)
+{
+ return PERMIT_BASE_NO;
+}
+
+void CombatAI::InitializeAI()
+{
+ for (uint32 i = 0; i < CREATURE_MAX_SPELLS; ++i)
+ if (me->m_spells[i] && GetSpellStore()->LookupEntry(me->m_spells[i]))
+ spells.push_back(me->m_spells[i]);
+
+ CreatureAI::InitializeAI();
+}
+
+void CombatAI::Reset()
+{
+ events.Reset();
+}
+
+void CombatAI::JustDied(Unit *killer)
+{
+ for (SpellVct::iterator i = spells.begin(); i != spells.end(); ++i)
+ if (AISpellInfo[*i].condition == AICOND_DIE)
+ me->CastSpell(killer, *i, true);
+}
+
+void CombatAI::EnterCombat(Unit *who)
+{
+ for (SpellVct::iterator i = spells.begin(); i != spells.end(); ++i)
+ {
+ if (AISpellInfo[*i].condition == AICOND_AGGRO)
+ me->CastSpell(who, *i, false);
+ else if (AISpellInfo[*i].condition == AICOND_COMBAT)
+ events.ScheduleEvent(*i, AISpellInfo[*i].cooldown + rand()%AISpellInfo[*i].cooldown);
+ }
+}
+
+void CombatAI::UpdateAI(const uint32 diff)
+{
+ if (!UpdateVictim())
+ return;
+
+ events.Update(diff);
+
+ if (me->hasUnitState(UNIT_STAT_CASTING))
+ return;
+
+ if (uint32 spellId = events.ExecuteEvent())
+ {
+ DoCast(spellId);
+ events.ScheduleEvent(spellId, AISpellInfo[spellId].cooldown + rand()%AISpellInfo[spellId].cooldown);
+ }
+ else
+ DoMeleeAttackIfReady();
+}
+
+/////////////////
+//CasterAI
+/////////////////
+
+void CasterAI::InitializeAI()
+{
+ CombatAI::InitializeAI();
+
+ float m_attackDist = 30.0f;
+ for (SpellVct::iterator itr = spells.begin(); itr != spells.end(); ++itr)
+ if (AISpellInfo[*itr].condition == AICOND_COMBAT && m_attackDist > GetAISpellInfo(*itr)->maxRange)
+ m_attackDist = GetAISpellInfo(*itr)->maxRange;
+ if (m_attackDist == 30.0f)
+ m_attackDist = MELEE_RANGE;
+}
+
+void CasterAI::EnterCombat(Unit *who)
+{
+ if (spells.empty())
+ return;
+
+ uint32 spell = rand()%spells.size();
+ uint32 count = 0;
+ for (SpellVct::iterator itr = spells.begin(); itr != spells.end(); ++itr, ++count)
+ {
+ if (AISpellInfo[*itr].condition == AICOND_AGGRO)
+ me->CastSpell(who, *itr, false);
+ else if (AISpellInfo[*itr].condition == AICOND_COMBAT)
+ {
+ uint32 cooldown = GetAISpellInfo(*itr)->realCooldown;
+ if (count == spell)
+ {
+ DoCast(spells[spell]);
+ cooldown += me->GetCurrentSpellCastTime(*itr);
+ }
+ events.ScheduleEvent(*itr, cooldown);
+ }
+ }
+}
+
+void CasterAI::UpdateAI(const uint32 diff)
+{
+ if (!UpdateVictim())
+ return;
+
+ events.Update(diff);
+
+ if (me->hasUnitState(UNIT_STAT_CASTING))
+ return;
+
+ if (uint32 spellId = events.ExecuteEvent())
+ {
+ DoCast(spellId);
+ uint32 casttime = me->GetCurrentSpellCastTime(spellId);
+ events.ScheduleEvent(spellId, (casttime ? casttime : 500) + GetAISpellInfo(spellId)->realCooldown);
+ }
+}
+
+//////////////
+//ArchorAI
+//////////////
+
+ArchorAI::ArchorAI(Creature *c) : CreatureAI(c)
+{
+ if (!me->m_spells[0])
+ sLog.outError("ArchorAI set for creature (entry = %u) with spell1=0. AI will do nothing", me->GetEntry());
+
+ m_minRange = GetSpellMinRange(me->m_spells[0], false);
+ if (!m_minRange)
+ m_minRange = MELEE_RANGE;
+ me->m_CombatDistance = GetSpellMaxRange(me->m_spells[0], false);
+ me->m_SightDistance = me->m_CombatDistance;
+}
+
+void ArchorAI::AttackStart(Unit *who)
+{
+ if (!who)
+ return;
+
+ if (me->IsWithinCombatRange(who, m_minRange))
+ {
+ if (me->Attack(who, true) && !who->IsFlying())
+ me->GetMotionMaster()->MoveChase(who);
+ }
+ else
+ {
+ if (me->Attack(who, false) && !who->IsFlying())
+ me->GetMotionMaster()->MoveChase(who, me->m_CombatDistance);
+ }
+
+ if (who->IsFlying())
+ me->GetMotionMaster()->MoveIdle();
+}
+
+void ArchorAI::UpdateAI(const uint32 /*diff*/)
+{
+ if (!UpdateVictim())
+ return;
+
+ if (!me->IsWithinCombatRange(me->getVictim(), m_minRange))
+ DoSpellAttackIfReady(me->m_spells[0]);
+ else
+ DoMeleeAttackIfReady();
+}
+
+//////////////
+//TurretAI
+//////////////
+
+TurretAI::TurretAI(Creature *c) : CreatureAI(c)
+{
+ if (!me->m_spells[0])
+ sLog.outError("TurretAI set for creature (entry = %u) with spell1=0. AI will do nothing", me->GetEntry());
+
+ m_minRange = GetSpellMinRange(me->m_spells[0], false);
+ me->m_CombatDistance = GetSpellMaxRange(me->m_spells[0], false);
+ me->m_SightDistance = me->m_CombatDistance;
+}
+
+bool TurretAI::CanAIAttack(const Unit * /*who*/) const
+{
+ // TODO: use one function to replace it
+ if (!me->IsWithinCombatRange(me->getVictim(), me->m_CombatDistance)
+ || m_minRange && me->IsWithinCombatRange(me->getVictim(), m_minRange))
+ return false;
+ return true;
+}
+
+void TurretAI::AttackStart(Unit *who)
+{
+ if (who)
+ me->Attack(who, false);
+}
+
+void TurretAI::UpdateAI(const uint32 /*diff*/)
+{
+ if (!UpdateVictim())
+ return;
+
+ DoSpellAttackIfReady(me->m_spells[0]);
+}
+
+//////////////
+//AOEAI
+//////////////
+
+AOEAI::AOEAI(Creature *c) : CreatureAI(c)
+{
+ if (!me->m_spells[0])
+ sLog.outError("AOEAI set for creature (entry = %u) with spell1=0. AI will do nothing", me->GetEntry());
+
+ me->SetVisibility(VISIBILITY_ON);//visible to see all spell anims
+ me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);//can't be targeted
+ me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_ATTACKABLE_1);//can't be damaged
+ me->SetDisplayId(11686);//invisible model,around a size of a player
+}
+
+bool AOEAI::CanAIAttack(const Unit * /*who*/) const
+{
+ return false;
+}
+
+void AOEAI::AttackStart(Unit * /*who*/)
+{
+}
+
+void AOEAI::UpdateAI(const uint32 /*diff*/)
+{
+ if (!me->HasAura(me->m_spells[0]))
+ me->CastSpell(me, me->m_spells[0],false);
+}
+
+//////////////
+//VehicleAI
+//////////////
+
+VehicleAI::VehicleAI(Creature *c) : CreatureAI(c), m_vehicle(c->GetVehicleKit()), m_IsVehicleInUse(false), m_ConditionsTimer(VEHICLE_CONDITION_CHECK_TIME)
+{
+ LoadConditions();
+ m_DoDismiss = false;
+ m_DismissTimer = VEHICLE_DISMISS_TIME;
+}
+
+
+//NOTE: VehicleAI::UpdateAI runs even while the vehicle is mounted
+void VehicleAI::UpdateAI(const uint32 diff)
+{
+ CheckConditions(diff);
+
+ if (m_DoDismiss)
+ {
+ if (m_DismissTimer < diff)
+ {
+ m_DoDismiss = false;
+ me->SetVisibility(VISIBILITY_OFF);
+ me->ForcedDespawn();
+ }else m_DismissTimer -= diff;
+ }
+}
+
+void VehicleAI::Reset()
+{
+ me->SetVisibility(VISIBILITY_ON);
+
+ m_vehicle->Reset();
+}
+
+void VehicleAI::OnCharmed(bool apply)
+{
+ if (m_IsVehicleInUse && !apply && !conditions.empty())//was used and has conditions
+ {
+ m_DoDismiss = true;//needs reset
+ me->RemoveFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_PLAYER_VEHICLE);
+ me->RemoveFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPELLCLICK);
+ }
+ else if (apply)
+ m_DoDismiss = false;//in use again
+ m_DismissTimer = VEHICLE_DISMISS_TIME;//reset timer
+ m_IsVehicleInUse = apply;
+}
+
+void VehicleAI::LoadConditions()
+{
+ conditions = sConditionMgr.GetConditionsForNotGroupedEntry(CONDITION_SOURCE_TYPE_CREATURE_TEMPLATE_VEHICLE, me->GetEntry());
+ if (!conditions.empty())
+ {
+ sLog.outDebug("VehicleAI::LoadConditions: loaded %u conditions", uint32(conditions.size()));
+ }
+}
+
+void VehicleAI::CheckConditions(const uint32 diff)
+{
+ if(m_ConditionsTimer < diff)
+ {
+ if (!conditions.empty())
+ {
+ for (SeatMap::iterator itr = m_vehicle->m_Seats.begin(); itr != m_vehicle->m_Seats.end(); ++itr)
+ if (Unit *passenger = itr->second.passenger)
+ {
+ if (Player* plr = passenger->ToPlayer())
+ {
+ if (!sConditionMgr.IsPlayerMeetToConditions(plr, conditions))
+ {
+ plr->ExitVehicle();
+ return;//check other pessanger in next tick
+ }
+ }
+ }
+ }
+ m_ConditionsTimer = VEHICLE_CONDITION_CHECK_TIME;
+ } else m_ConditionsTimer -= diff;
+} \ No newline at end of file