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Diffstat (limited to 'src/server/game/AI/CombatAI.cpp')
-rw-r--r-- | src/server/game/AI/CombatAI.cpp | 370 |
1 files changed, 370 insertions, 0 deletions
diff --git a/src/server/game/AI/CombatAI.cpp b/src/server/game/AI/CombatAI.cpp new file mode 100644 index 00000000000..0d0ff17ffd7 --- /dev/null +++ b/src/server/game/AI/CombatAI.cpp @@ -0,0 +1,370 @@ +/* + * 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; +}
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