diff options
Diffstat (limited to 'src/server/game/AI/UnitAI.cpp')
-rw-r--r-- | src/server/game/AI/UnitAI.cpp | 327 |
1 files changed, 327 insertions, 0 deletions
diff --git a/src/server/game/AI/UnitAI.cpp b/src/server/game/AI/UnitAI.cpp new file mode 100644 index 00000000000..a156ec573d9 --- /dev/null +++ b/src/server/game/AI/UnitAI.cpp @@ -0,0 +1,327 @@ +/* + * 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()); +} |