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diff --git a/src/server/game/AI/UnitAI.cpp b/src/server/game/AI/UnitAI.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 "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());
+}