diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/server/game/AI/CoreAI/PetAI.cpp | 217 | ||||
-rw-r--r-- | src/server/game/AI/CoreAI/PetAI.h | 14 | ||||
-rw-r--r-- | src/server/game/AI/CreatureAI.h | 4 | ||||
-rw-r--r-- | src/server/game/Entities/Creature/Creature.cpp | 66 | ||||
-rw-r--r-- | src/server/game/Entities/Creature/Creature.h | 2 | ||||
-rw-r--r-- | src/server/game/Entities/Pet/Pet.cpp | 1 | ||||
-rw-r--r-- | src/server/game/Entities/Unit/Unit.cpp | 102 | ||||
-rw-r--r-- | src/server/game/Entities/Unit/Unit.h | 42 | ||||
-rw-r--r-- | src/server/game/Grids/Notifiers/GridNotifiers.h | 29 | ||||
-rw-r--r-- | src/server/game/Handlers/PetHandler.cpp | 4 | ||||
-rwxr-xr-x | src/server/game/Movement/MovementGenerators/TargetedMovementGenerator.cpp | 4 | ||||
-rw-r--r-- | src/server/game/Spells/Auras/SpellAuraEffects.cpp | 16 |
12 files changed, 341 insertions, 160 deletions
diff --git a/src/server/game/AI/CoreAI/PetAI.cpp b/src/server/game/AI/CoreAI/PetAI.cpp index 1de5417b820..812d8dc5f68 100644 --- a/src/server/game/AI/CoreAI/PetAI.cpp +++ b/src/server/game/AI/CoreAI/PetAI.cpp @@ -44,10 +44,6 @@ PetAI::PetAI(Creature* c) : CreatureAI(c), i_tracker(TIME_INTERVAL_LOOK) UpdateAllies(); } -void PetAI::EnterEvadeMode() -{ -} - bool PetAI::_needToStop() { // This is needed for charmed creatures, as once their target was reset other effects can trigger threat @@ -74,12 +70,13 @@ void PetAI::_stopAttack() me->InterruptNonMeleeSpells(false); me->SendMeleeAttackStop(); // Should stop pet's attack button from flashing me->GetCharmInfo()->SetIsCommandAttack(false); + ClearCharmInfoFlags(); HandleReturnMovement(); } void PetAI::UpdateAI(const uint32 diff) { - if (!me->isAlive()) + if (!me->isAlive() || !me->GetCharmInfo()) return; Unit* owner = me->GetCharmerOrOwner(); @@ -107,39 +104,34 @@ void PetAI::UpdateAI(const uint32 diff) } // Check before attacking to prevent pets from leaving stay position - if (CanAttack(me->getVictim())) + if (me->GetCharmInfo()->HasCommandState(COMMAND_STAY)) + { + if (me->GetCharmInfo()->IsCommandAttack() || (me->GetCharmInfo()->IsAtStay() && me->IsWithinMeleeRange(me->getVictim()))) + DoMeleeAttackIfReady(); + } + else DoMeleeAttackIfReady(); } - else if (owner && me->GetCharmInfo()) //no victim + else { - // Only aggressive pets do target search every update. - // Defensive pets do target search only in these cases: - // * Owner attacks something - handled by OwnerAttacked() - // * Owner receives damage - handled by OwnerDamagedBy() - // * Pet is in combat and current target dies - handled by KilledUnit() - if (me->HasReactState(REACT_AGGRESSIVE)) + if (me->HasReactState(REACT_AGGRESSIVE) || me->GetCharmInfo()->IsAtStay()) { - Unit* nextTarget = SelectNextTarget(); + // Every update we need to check targets only in certain cases + // Aggressive - Allow auto select if owner or pet don't have a target + // Stay - Only pick from pet or owner targets / attackers so targets won't run by + // while chasing our owner. Don't do auto select. + // All other cases (ie: defensive) - Targets are assigned by AttackedBy(), OwnerAttackedBy(), OwnerAttacked(), etc. + Unit* nextTarget = SelectNextTarget(me->HasReactState(REACT_AGGRESSIVE)); if (nextTarget) AttackStart(nextTarget); else - { - me->GetCharmInfo()->SetIsCommandAttack(false); HandleReturnMovement(); - } } else - { - me->GetCharmInfo()->SetIsCommandAttack(false); HandleReturnMovement(); - } - } - else if (owner && !me->HasUnitState(UNIT_STATE_FOLLOW)) // no charm info and no victim - HandleReturnMovement(); - if (!me->GetCharmInfo()) - return; + } // Autocast (casted only in combat or persistent spells in any state) if (!me->HasUnitState(UNIT_STATE_CASTING)) @@ -313,15 +305,11 @@ void PetAI::KilledUnit(Unit* victim) me->InterruptNonMeleeSpells(false); me->SendMeleeAttackStop(); // Stops the pet's 'Attack' button from flashing - Unit* nextTarget = SelectNextTarget(); - - if (nextTarget) + // Before returning to owner, see if there are more things to attack + if (Unit* nextTarget = SelectNextTarget(false)) AttackStart(nextTarget); else - { - me->GetCharmInfo()->SetIsCommandAttack(false); HandleReturnMovement(); // Return - } } void PetAI::AttackStart(Unit* target) @@ -332,17 +320,14 @@ void PetAI::AttackStart(Unit* target) if (!CanAttack(target)) return; - if (Unit* owner = me->GetOwner()) - owner->SetInCombatWith(target); - // Only chase if not commanded to stay or if stay but commanded to attack DoAttack(target, (!me->GetCharmInfo()->HasCommandState(COMMAND_STAY) || me->GetCharmInfo()->IsCommandAttack())); } -void PetAI::OwnerDamagedBy(Unit* attacker) +void PetAI::OwnerAttackedBy(Unit* attacker) { - // Called when owner takes damage. Allows defensive pets to know - // that their owner might need help + // Called when owner takes damage. This function helps keep pets from running off + // simply due to owner gaining aggro. if (!attacker) return; @@ -380,10 +365,12 @@ void PetAI::OwnerAttacked(Unit* target) AttackStart(target); } -Unit* PetAI::SelectNextTarget() +Unit* PetAI::SelectNextTarget(bool allowAutoSelect) const { - // Provides next target selection after current target death - // Targets are not evaluated here for being valid attack targets + // Provides next target selection after current target death. + // This function should only be called internally by the AI + // Targets are not evaluated here for being valid targets, that is done in _CanAttack() + // The parameter: allowAutoSelect lets us disable aggressive pet auto targeting for certain situations // Passive pets don't do next target selection if (me->HasReactState(REACT_PASSIVE)) @@ -406,17 +393,17 @@ Unit* PetAI::SelectNextTarget() // Check owner victim // 3.0.2 - Pets now start attacking their owners victim in defensive mode as soon as the hunter does if (Unit* ownerVictim = me->GetCharmerOrOwner()->getVictim()) - if (!ownerVictim->HasBreakableByDamageCrowdControlAura()) return ownerVictim; // Neither pet or owner had a target and aggressive pets can pick any target - // Note: Creature::SelectNearestTarget() If no distance is supplied it uses MAX_VISIBILITY_DISTANCE - // We also want to lock this to LOS so pet doesn't go running through walls and stuff - if (me->HasReactState(REACT_AGGRESSIVE)) - if (Unit* nearTarget = me->ToCreature()->SelectNearestTarget()) - if (nearTarget->IsHostileTo(me) && !nearTarget->HasBreakableByDamageCrowdControlAura()) - if (nearTarget->IsWithinLOS(me->GetPositionX(), me->GetPositionY(), me->GetPositionZ())) - return nearTarget; + // To prevent aggressive pets from chain selecting targets and running off, we + // only select a random target if certain conditions are met. + if (me->HasReactState(REACT_AGGRESSIVE) && allowAutoSelect) + { + if (!me->GetCharmInfo()->IsReturning() || me->GetCharmInfo()->IsFollowing() || me->GetCharmInfo()->IsAtStay()) + if (Unit* nearTarget = me->ToCreature()->SelectNearestHostileUnitInAggroRange(true)) + return nearTarget; + } // Default - no valid targets return NULL; @@ -426,6 +413,11 @@ void PetAI::HandleReturnMovement() { // Handles moving the pet back to stay or owner + // Prevent activating movement when under control of spells + // such as "Eyes of the Beast" + if (me->isCharmed()) + return; + if (me->GetCharmInfo()->HasCommandState(COMMAND_STAY)) { if (!me->GetCharmInfo()->IsAtStay() && !me->GetCharmInfo()->IsReturning()) @@ -436,6 +428,7 @@ void PetAI::HandleReturnMovement() float x, y, z; me->GetCharmInfo()->GetStayPosition(x, y, z); + ClearCharmInfoFlags(); me->GetCharmInfo()->SetIsReturning(true); me->GetMotionMaster()->Clear(); me->GetMotionMaster()->MovePoint(me->GetGUIDLow(), x, y, z); @@ -448,6 +441,7 @@ void PetAI::HandleReturnMovement() { if (!me->GetCharmInfo()->IsCommandAttack()) { + ClearCharmInfoFlags(); me->GetCharmInfo()->SetIsReturning(true); me->GetMotionMaster()->Clear(); me->GetMotionMaster()->MoveFollow(me->GetCharmerOrOwner(), PET_FOLLOW_DIST, me->GetFollowAngle()); @@ -458,33 +452,33 @@ void PetAI::HandleReturnMovement() void PetAI::DoAttack(Unit* target, bool chase) { - // Handles attack with or without chase and also resets all - // PetAI flags for next update / creature kill + // Handles attack with or without chase and also resets flags + // for next update / creature kill - // me->GetCharmInfo()->SetIsCommandAttack(false); + if (me->Attack(target, true)) + { + if (Unit* owner = me->GetOwner()) + owner->SetInCombatWith(target); - // The following conditions are true if chase == true - // (Follow && (Aggressive || Defensive)) - // ((Stay || Follow) && (Passive && player clicked attack)) + // Play sound to let the player know the pet is attacking something it picked on its own + if (me->HasReactState(REACT_AGGRESSIVE) && !me->GetCharmInfo()->IsCommandAttack()) + me->SendPetAIReaction(me->GetGUID()); - if (chase) - { - if (me->Attack(target, true)) + + if (chase) + { + ClearCharmInfoFlags(); + me->GetMotionMaster()->Clear(); + me->GetMotionMaster()->MoveChase(target); + } + else // (Stay && ((Aggressive || Defensive) && In Melee Range))) { - me->GetCharmInfo()->SetIsAtStay(false); - me->GetCharmInfo()->SetIsFollowing(false); - me->GetCharmInfo()->SetIsReturning(false); + ClearCharmInfoFlags(); + me->GetCharmInfo()->SetIsAtStay(true); me->GetMotionMaster()->Clear(); - me->GetMotionMaster()->MoveChase(target); + me->GetMotionMaster()->MoveIdle(); } } - else // (Stay && ((Aggressive || Defensive) && In Melee Range))) - { - me->GetCharmInfo()->SetIsAtStay(true); - me->GetCharmInfo()->SetIsFollowing(false); - me->GetCharmInfo()->SetIsReturning(false); - me->Attack(target, true); - } } void PetAI::MovementInform(uint32 moveType, uint32 data) @@ -498,10 +492,8 @@ void PetAI::MovementInform(uint32 moveType, uint32 data) // pet's GUIDLow since we set that as the waypoint ID if (data == me->GetGUIDLow() && me->GetCharmInfo()->IsReturning()) { + ClearCharmInfoFlags(); me->GetCharmInfo()->SetIsAtStay(true); - me->GetCharmInfo()->SetIsReturning(false); - me->GetCharmInfo()->SetIsFollowing(false); - me->GetCharmInfo()->SetIsCommandAttack(false); me->GetMotionMaster()->Clear(); me->GetMotionMaster()->MoveIdle(); } @@ -513,10 +505,8 @@ void PetAI::MovementInform(uint32 moveType, uint32 data) // otherwise we're probably chasing a creature if (me->GetCharmerOrOwner() && me->GetCharmInfo() && data == me->GetCharmerOrOwner()->GetGUIDLow() && me->GetCharmInfo()->IsReturning()) { - me->GetCharmInfo()->SetIsAtStay(false); - me->GetCharmInfo()->SetIsReturning(false); + ClearCharmInfoFlags(); me->GetCharmInfo()->SetIsFollowing(true); - me->GetCharmInfo()->SetIsCommandAttack(false); } break; } @@ -527,32 +517,51 @@ void PetAI::MovementInform(uint32 moveType, uint32 data) bool PetAI::CanAttack(Unit* target) { - // Evaluates wether a pet can attack a specific - // target based on CommandState, ReactState and other flags + // Evaluates wether a pet can attack a specific target based on CommandState, ReactState and other flags + // IMPORTANT: The order in which things are checked is important, be careful if you add or remove checks - // Can't attack dead targets... - if (!target->isAlive()) + // Hmmm... + if (!target) return false; - // Returning - check first since pets returning ignore attacks - if (me->GetCharmInfo()->IsReturning()) + if (!target->isAlive()) + { + // Clear target to prevent getting stuck on dead targets + me->AttackStop(); + me->InterruptNonMeleeSpells(false); + me->SendMeleeAttackStop(); return false; + } - // Passive - check now so we don't have to worry about passive in later checks + // Passive - passive pets can attack if told to if (me->HasReactState(REACT_PASSIVE)) return me->GetCharmInfo()->IsCommandAttack(); - // Follow - if (me->GetCharmInfo()->HasCommandState(COMMAND_FOLLOW)) - return true; + // CC - mobs under crowd control can be attacked if owner commanded + if (target->HasBreakableByDamageCrowdControlAura()) + return me->GetCharmInfo()->IsCommandAttack(); + + // Returning - pets ignore attacks only if owner clicked follow + if (me->GetCharmInfo()->IsReturning()) + return !me->GetCharmInfo()->IsCommandFollow(); // Stay - can attack if target is within range or commanded to if (me->GetCharmInfo()->HasCommandState(COMMAND_STAY)) return (me->IsWithinMeleeRange(target) || me->GetCharmInfo()->IsCommandAttack()); - // Pets commanded to attack should not stop their approach if attacked by another creature + // Pets attacking something (or chasing) should only switch targets if owner tells them to if (me->getVictim() && (me->getVictim() != target)) - return !me->GetCharmInfo()->IsCommandAttack(); + { + // Check if our owner selected this target and clicked "attack" + Unit* ownerTarget = me->GetCharmerOrOwner()->ToPlayer()->GetSelectedUnit(); + + if (ownerTarget && me->GetCharmInfo()->IsCommandAttack()) + return (target->GetGUID() == ownerTarget->GetGUID()); + } + + // Follow + if (me->GetCharmInfo()->HasCommandState(COMMAND_FOLLOW)) + return !me->GetCharmInfo()->IsReturning(); // default, though we shouldn't ever get here return false; @@ -573,3 +582,39 @@ void PetAI::ReceiveEmote(Player* player, uint32 emote) break; } } + +void PetAI::ClearCharmInfoFlags() +{ + // Quick access to set all flags to FALSE + + CharmInfo* ci = me->GetCharmInfo(); + + if (ci) + { + ci->SetIsAtStay(false); + ci->SetIsCommandAttack(false); + ci->SetIsCommandFollow(false); + ci->SetIsFollowing(false); + ci->SetIsReturning(false); + } +} + +void PetAI::AttackedBy(Unit* attacker) +{ + // Called when pet takes damage. This function helps keep pets from running off + // simply due to gaining aggro. + + if (!attacker) + return; + + // Passive pets don't do anything + if (me->HasReactState(REACT_PASSIVE)) + return; + + // Prevent pet from disengaging from current target + if (me->getVictim() && me->getVictim()->isAlive()) + return; + + // Continue to evaluate and attack if necessary + AttackStart(attacker); +} diff --git a/src/server/game/AI/CoreAI/PetAI.h b/src/server/game/AI/CoreAI/PetAI.h index d7f1dca3fbf..1115333fd01 100644 --- a/src/server/game/AI/CoreAI/PetAI.h +++ b/src/server/game/AI/CoreAI/PetAI.h @@ -31,17 +31,24 @@ class PetAI : public CreatureAI explicit PetAI(Creature* c); - void EnterEvadeMode(); void UpdateAI(const uint32); static int Permissible(const Creature*); void KilledUnit(Unit* /*victim*/); void AttackStart(Unit* target); void MovementInform(uint32 moveType, uint32 data); - void OwnerDamagedBy(Unit* attacker); + void OwnerAttackedBy(Unit* attacker); void OwnerAttacked(Unit* target); + void AttackedBy(Unit* attacker); void ReceiveEmote(Player* player, uint32 textEmote); + // The following aren't used by the PetAI but need to be defined to override + // default CreatureAI functions which interfere with the PetAI + // + void MoveInLineOfSight(Unit* who) {} // CreatureAI interferes with returning pets + void MoveInLineOfSight_Safe(Unit* who) {} // CreatureAI interferes with returning pets + void EnterEvadeMode() {} // For fleeing, pets don't use this type of Evade mechanic + private: bool _isVisible(Unit*) const; bool _needToStop(void); @@ -54,10 +61,11 @@ class PetAI : public CreatureAI std::set<uint64> m_AllySet; uint32 m_updateAlliesTimer; - Unit* SelectNextTarget(); + Unit* SelectNextTarget(bool allowAutoSelect) const; void HandleReturnMovement(); void DoAttack(Unit* target, bool chase); bool CanAttack(Unit* target); + void ClearCharmInfoFlags(); }; #endif diff --git a/src/server/game/AI/CreatureAI.h b/src/server/game/AI/CreatureAI.h index d3ad27935ca..e6439ec9920 100644 --- a/src/server/game/AI/CreatureAI.h +++ b/src/server/game/AI/CreatureAI.h @@ -117,7 +117,7 @@ class CreatureAI : public UnitAI virtual void SpellHitTarget(Unit* /*target*/, SpellInfo const* /*spell*/) {} // Called when the creature is target of hostile action: swing, hostile spell landed, fear/etc) - //virtual void AttackedBy(Unit* attacker); + virtual void AttackedBy(Unit* attacker) {} virtual bool IsEscorted() { return false; } // Called when creature is spawned or respawned (for reseting variables) @@ -137,7 +137,7 @@ class CreatureAI : public UnitAI virtual void ReceiveEmote(Player* /*player*/, uint32 /*emoteId*/) {} // Called when owner takes damage - virtual void OwnerDamagedBy(Unit* /*attacker*/) {} + virtual void OwnerAttackedBy(Unit* /*attacker*/) {} // Called when owner attacks something virtual void OwnerAttacked(Unit* /*target*/) {} diff --git a/src/server/game/Entities/Creature/Creature.cpp b/src/server/game/Entities/Creature/Creature.cpp index 911ccd25728..66da873f9e9 100644 --- a/src/server/game/Entities/Creature/Creature.cpp +++ b/src/server/game/Entities/Creature/Creature.cpp @@ -2515,3 +2515,69 @@ bool Creature::SetHover(bool enable) SendMessageToSet(&data, false); return true; } + +float Creature::GetAggroRange(Unit const* target) const +{ + // Determines the aggro range for creatures (usually pets), used mainly for aggressive pet target selection. + // Based on data from wowwiki due to lack of 3.3.5a data + + if (target && this->isPet()) + { + uint32 targetLevel = 0; + + if (target->GetTypeId() == TYPEID_PLAYER) + targetLevel = target->getLevelForTarget(this); + else if (target->GetTypeId() == TYPEID_UNIT) + targetLevel = target->ToCreature()->getLevelForTarget(this); + + uint32 myLevel = getLevelForTarget(target); + int32 levelDiff = int32(targetLevel) - int32(myLevel); + + // The maximum Aggro Radius is capped at 45 yards (25 level difference) + if (levelDiff < -25) + levelDiff = -25; + + // The base aggro radius for mob of same level + float aggroRadius = 20; + + // Aggro Radius varies with level difference at a rate of roughly 1 yard/level + aggroRadius -= (float)levelDiff; + + // detect range auras + aggroRadius += GetTotalAuraModifier(SPELL_AURA_MOD_DETECT_RANGE); + + // detected range auras + aggroRadius += target->GetTotalAuraModifier(SPELL_AURA_MOD_DETECTED_RANGE); + + // Just in case, we don't want pets running all over the map + if (aggroRadius > MAX_AGGRO_RADIUS) + aggroRadius = MAX_AGGRO_RADIUS; + + // Minimum Aggro Radius for a mob seems to be combat range (5 yards) + // hunter pets seem to ignore minimum aggro radius so we'll default it a little higher + if (aggroRadius < 10) + aggroRadius = 10; + + return (aggroRadius); + } + + // Default + return 0.0f; +} + +Unit* Creature::SelectNearestHostileUnitInAggroRange(bool useLOS) const +{ + // Selects nearest hostile target within creature's aggro range. Used primarily by + // pets set to aggressive. Will not return neutral or friendly targets. + + Unit* target = NULL; + + { + Trinity::NearestHostileUnitInAggroRangeCheck u_check(this, useLOS); + Trinity::UnitSearcher<Trinity::NearestHostileUnitInAggroRangeCheck> searcher(this, target, u_check); + + VisitNearbyGridObject(MAX_AGGRO_RADIUS, searcher); + } + + return target; +} diff --git a/src/server/game/Entities/Creature/Creature.h b/src/server/game/Entities/Creature/Creature.h index f9b682383f1..8a697dd0ef0 100644 --- a/src/server/game/Entities/Creature/Creature.h +++ b/src/server/game/Entities/Creature/Creature.h @@ -621,12 +621,14 @@ class Creature : public Unit, public GridObject<Creature>, public MapCreature bool canStartAttack(Unit const* u, bool force) const; float GetAttackDistance(Unit const* player) const; + float GetAggroRange(Unit const* target) const; void SendAIReaction(AiReaction reactionType); Unit* SelectNearestTarget(float dist = 0) const; Unit* SelectNearestTargetInAttackDistance(float dist = 0) const; Player* SelectNearestPlayer(float distance = 0) const; + Unit* SelectNearestHostileUnitInAggroRange(bool useLOS = false) const; void DoFleeToGetAssistance(); void CallForHelp(float fRadius); diff --git a/src/server/game/Entities/Pet/Pet.cpp b/src/server/game/Entities/Pet/Pet.cpp index b6417681f4a..5238eed2e15 100644 --- a/src/server/game/Entities/Pet/Pet.cpp +++ b/src/server/game/Entities/Pet/Pet.cpp @@ -74,6 +74,7 @@ void Pet::AddToWorld() if (GetCharmInfo() && GetCharmInfo()->HasCommandState(COMMAND_FOLLOW)) { GetCharmInfo()->SetIsCommandAttack(false); + GetCharmInfo()->SetIsCommandFollow(false); GetCharmInfo()->SetIsAtStay(false); GetCharmInfo()->SetIsFollowing(false); GetCharmInfo()->SetIsReturning(false); diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp index c469edd1112..f1d421b916a 100644 --- a/src/server/game/Entities/Unit/Unit.cpp +++ b/src/server/game/Entities/Unit/Unit.cpp @@ -551,18 +551,22 @@ uint32 Unit::DealDamage(Unit* victim, uint32 damage, CleanDamage const* cleanDam if (IsAIEnabled) GetAI()->DamageDealt(victim, damage, damagetype); - if (victim->GetTypeId() == TYPEID_PLAYER) + if (victim->GetTypeId() == TYPEID_PLAYER && this != victim) { - if (victim->ToPlayer()->GetCommandStatus(CHEAT_GOD)) - return 0; - // Signal to pets that their owner was attacked Pet* pet = victim->ToPlayer()->GetPet(); if (pet && pet->isAlive()) - pet->AI()->OwnerDamagedBy(this); + pet->AI()->OwnerAttackedBy(this); + + if (victim->ToPlayer()->GetCommandStatus(CHEAT_GOD)) + return 0; } + // Signal the pet it was attacked so the AI can respond if needed + if (victim->GetTypeId() == TYPEID_UNIT && this != victim && victim->isPet() && victim->isAlive()) + victim->ToPet()->AI()->AttackedBy(this); + if (damagetype != NODAMAGE) { // interrupting auras with AURA_INTERRUPT_FLAG_DAMAGE before checking !damage (absorbed damage breaks that type of auras) @@ -13948,17 +13952,17 @@ void Unit::DeleteCharmInfo() } CharmInfo::CharmInfo(Unit* unit) -: m_unit(unit), m_CommandState(COMMAND_FOLLOW), m_petnumber(0), m_barInit(false), - m_isCommandAttack(false), m_isAtStay(false), m_isFollowing(false), m_isReturning(false), - m_stayX(0.0f), m_stayY(0.0f), m_stayZ(0.0f) +: _unit(unit), _CommandState(COMMAND_FOLLOW), _petnumber(0), _barInit(false), + _isCommandAttack(false), _isAtStay(false), _isFollowing(false), _isReturning(false), + _stayX(0.0f), _stayY(0.0f), _stayZ(0.0f) { for (uint8 i = 0; i < MAX_SPELL_CHARM; ++i) - m_charmspells[i].SetActionAndType(0, ACT_DISABLED); + _charmspells[i].SetActionAndType(0, ACT_DISABLED); - if (m_unit->GetTypeId() == TYPEID_UNIT) + if (_unit->GetTypeId() == TYPEID_UNIT) { - m_oldReactState = m_unit->ToCreature()->GetReactState(); - m_unit->ToCreature()->SetReactState(REACT_PASSIVE); + _oldReactState = _unit->ToCreature()->GetReactState(); + _unit->ToCreature()->SetReactState(REACT_PASSIVE); } } @@ -13968,9 +13972,9 @@ CharmInfo::~CharmInfo() void CharmInfo::RestoreState() { - if (m_unit->GetTypeId() == TYPEID_UNIT) - if (Creature* creature = m_unit->ToCreature()) - creature->SetReactState(m_oldReactState); + if (_unit->GetTypeId() == TYPEID_UNIT) + if (Creature* creature = _unit->ToCreature()) + creature->SetReactState(_oldReactState); } void CharmInfo::InitPetActionBar() @@ -14001,16 +14005,16 @@ void CharmInfo::InitEmptyActionBar(bool withAttack) void CharmInfo::InitPossessCreateSpells() { InitEmptyActionBar(); - if (m_unit->GetTypeId() == TYPEID_UNIT) + if (_unit->GetTypeId() == TYPEID_UNIT) { for (uint32 i = 0; i < CREATURE_MAX_SPELLS; ++i) { - uint32 spellId = m_unit->ToCreature()->m_spells[i]; + uint32 spellId = _unit->ToCreature()->m_spells[i]; SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId); if (spellInfo && !(spellInfo->Attributes & SPELL_ATTR0_CASTABLE_WHILE_DEAD)) { if (spellInfo->IsPassive()) - m_unit->CastSpell(m_unit, spellInfo, true); + _unit->CastSpell(_unit, spellInfo, true); else AddSpellToActionBar(spellInfo, ACT_PASSIVE); } @@ -14020,7 +14024,7 @@ void CharmInfo::InitPossessCreateSpells() void CharmInfo::InitCharmCreateSpells() { - if (m_unit->GetTypeId() == TYPEID_PLAYER) // charmed players don't have spells + if (_unit->GetTypeId() == TYPEID_PLAYER) // charmed players don't have spells { InitEmptyActionBar(); return; @@ -14030,23 +14034,23 @@ void CharmInfo::InitCharmCreateSpells() for (uint32 x = 0; x < MAX_SPELL_CHARM; ++x) { - uint32 spellId = m_unit->ToCreature()->m_spells[x]; + uint32 spellId = _unit->ToCreature()->m_spells[x]; SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId); if (!spellInfo || spellInfo->Attributes & SPELL_ATTR0_CASTABLE_WHILE_DEAD) { - m_charmspells[x].SetActionAndType(spellId, ACT_DISABLED); + _charmspells[x].SetActionAndType(spellId, ACT_DISABLED); continue; } if (spellInfo->IsPassive()) { - m_unit->CastSpell(m_unit, spellInfo, true); - m_charmspells[x].SetActionAndType(spellId, ACT_PASSIVE); + _unit->CastSpell(_unit, spellInfo, true); + _charmspells[x].SetActionAndType(spellId, ACT_PASSIVE); } else { - m_charmspells[x].SetActionAndType(spellId, ACT_DISABLED); + _charmspells[x].SetActionAndType(spellId, ACT_DISABLED); ActiveStates newstate = ACT_PASSIVE; @@ -14123,17 +14127,17 @@ void CharmInfo::ToggleCreatureAutocast(SpellInfo const* spellInfo, bool apply) return; for (uint32 x = 0; x < MAX_SPELL_CHARM; ++x) - if (spellInfo->Id == m_charmspells[x].GetAction()) - m_charmspells[x].SetType(apply ? ACT_ENABLED : ACT_DISABLED); + if (spellInfo->Id == _charmspells[x].GetAction()) + _charmspells[x].SetType(apply ? ACT_ENABLED : ACT_DISABLED); } void CharmInfo::SetPetNumber(uint32 petnumber, bool statwindow) { - m_petnumber = petnumber; + _petnumber = petnumber; if (statwindow) - m_unit->SetUInt32Value(UNIT_FIELD_PETNUMBER, m_petnumber); + _unit->SetUInt32Value(UNIT_FIELD_PETNUMBER, _petnumber); else - m_unit->SetUInt32Value(UNIT_FIELD_PETNUMBER, 0); + _unit->SetUInt32Value(UNIT_FIELD_PETNUMBER, 0); } void CharmInfo::LoadPetActionBar(const std::string& data) @@ -17579,58 +17583,68 @@ uint32 Unit::GetResistance(SpellSchoolMask mask) const void CharmInfo::SetIsCommandAttack(bool val) { - m_isCommandAttack = val; + _isCommandAttack = val; } bool CharmInfo::IsCommandAttack() { - return m_isCommandAttack; + return _isCommandAttack; +} + +void CharmInfo::SetIsCommandFollow(bool val) +{ + _isCommandFollow = val; +} + +bool CharmInfo::IsCommandFollow() +{ + return _isCommandFollow; } void CharmInfo::SaveStayPosition() { //! At this point a new spline destination is enabled because of Unit::StopMoving() - G3D::Vector3 const stayPos = m_unit->movespline->FinalDestination(); - m_stayX = stayPos.x; - m_stayY = stayPos.y; - m_stayZ = stayPos.z; + G3D::Vector3 const stayPos = _unit->movespline->FinalDestination(); + _stayX = stayPos.x; + _stayY = stayPos.y; + _stayZ = stayPos.z; } void CharmInfo::GetStayPosition(float &x, float &y, float &z) { - x = m_stayX; - y = m_stayY; - z = m_stayZ; + x = _stayX; + y = _stayY; + z = _stayZ; } void CharmInfo::SetIsAtStay(bool val) { - m_isAtStay = val; + _isAtStay = val; } bool CharmInfo::IsAtStay() { - return m_isAtStay; + return _isAtStay; } void CharmInfo::SetIsFollowing(bool val) { - m_isFollowing = val; + _isFollowing = val; } bool CharmInfo::IsFollowing() { - return m_isFollowing; + return _isFollowing; } void CharmInfo::SetIsReturning(bool val) { - m_isReturning = val; + _isReturning = val; } bool CharmInfo::IsReturning() { - return m_isReturning; + return _isReturning; } void Unit::SetInFront(Unit const* target) diff --git a/src/server/game/Entities/Unit/Unit.h b/src/server/game/Entities/Unit/Unit.h index 7b2308c2a51..3053d0018d4 100644 --- a/src/server/game/Entities/Unit/Unit.h +++ b/src/server/game/Entities/Unit/Unit.h @@ -253,6 +253,7 @@ enum UnitRename #define MAX_SPELL_CONTROL_BAR 10 #define MAX_AGGRO_RESET_TIME 10 // in seconds +#define MAX_AGGRO_RADIUS 45.0f // yards enum Swing { @@ -1094,12 +1095,12 @@ struct CharmInfo explicit CharmInfo(Unit* unit); ~CharmInfo(); void RestoreState(); - uint32 GetPetNumber() const { return m_petnumber; } + uint32 GetPetNumber() const { return _petnumber; } void SetPetNumber(uint32 petnumber, bool statwindow); - void SetCommandState(CommandStates st) { m_CommandState = st; } - CommandStates GetCommandState() const { return m_CommandState; } - bool HasCommandState(CommandStates state) const { return (m_CommandState == state); } + void SetCommandState(CommandStates st) { _CommandState = st; } + CommandStates GetCommandState() const { return _CommandState; } + bool HasCommandState(CommandStates state) const { return (_CommandState == state); } void InitPossessCreateSpells(); void InitCharmCreateSpells(); @@ -1120,12 +1121,14 @@ struct CharmInfo void ToggleCreatureAutocast(SpellInfo const* spellInfo, bool apply); - CharmSpellInfo* GetCharmSpell(uint8 index) { return &(m_charmspells[index]); } + CharmSpellInfo* GetCharmSpell(uint8 index) { return &(_charmspells[index]); } GlobalCooldownMgr& GetGlobalCooldownMgr() { return m_GlobalCooldownMgr; } void SetIsCommandAttack(bool val); bool IsCommandAttack(); + void SetIsCommandFollow(bool val); + bool IsCommandFollow(); void SetIsAtStay(bool val); bool IsAtStay(); void SetIsFollowing(bool val); @@ -1137,23 +1140,24 @@ struct CharmInfo private: - Unit* m_unit; + Unit* _unit; UnitActionBarEntry PetActionBar[MAX_UNIT_ACTION_BAR_INDEX]; - CharmSpellInfo m_charmspells[4]; - CommandStates m_CommandState; - uint32 m_petnumber; - bool m_barInit; + CharmSpellInfo _charmspells[4]; + CommandStates _CommandState; + uint32 _petnumber; + bool _barInit; //for restoration after charmed - ReactStates m_oldReactState; - - bool m_isCommandAttack; - bool m_isAtStay; - bool m_isFollowing; - bool m_isReturning; - float m_stayX; - float m_stayY; - float m_stayZ; + ReactStates _oldReactState; + + bool _isCommandAttack; + bool _isCommandFollow; + bool _isAtStay; + bool _isFollowing; + bool _isReturning; + float _stayX; + float _stayY; + float _stayZ; GlobalCooldownMgr m_GlobalCooldownMgr; }; diff --git a/src/server/game/Grids/Notifiers/GridNotifiers.h b/src/server/game/Grids/Notifiers/GridNotifiers.h index 752c6ec068e..24d2a45c4f2 100644 --- a/src/server/game/Grids/Notifiers/GridNotifiers.h +++ b/src/server/game/Grids/Notifiers/GridNotifiers.h @@ -1087,6 +1087,35 @@ namespace Trinity NearestHostileUnitInAttackDistanceCheck(NearestHostileUnitInAttackDistanceCheck const&); }; + class NearestHostileUnitInAggroRangeCheck + { + public: + explicit NearestHostileUnitInAggroRangeCheck(Creature const* creature, bool useLOS = false) : _me(creature), _useLOS(useLOS) + { + } + bool operator()(Unit* u) + { + if (!u->IsHostileTo(_me)) + return false; + + if (!u->IsWithinDistInMap(_me, _me->GetAggroRange(u))) + return false; + + if (!_me->IsValidAttackTarget(u)) + return false; + + if (_useLOS && !u->IsWithinLOSInMap(_me)) + return false; + + return true; + } + + private: + Creature const* _me; + bool _useLOS; + NearestHostileUnitInAggroRangeCheck(NearestHostileUnitInAggroRangeCheck const&); + }; + class AnyAssistCreatureInRangeCheck { public: diff --git a/src/server/game/Handlers/PetHandler.cpp b/src/server/game/Handlers/PetHandler.cpp index 36dacaead69..5e43462b6d0 100644 --- a/src/server/game/Handlers/PetHandler.cpp +++ b/src/server/game/Handlers/PetHandler.cpp @@ -162,6 +162,7 @@ void WorldSession::HandlePetActionHelper(Unit* pet, uint64 guid1, uint32 spellid charmInfo->SetIsCommandAttack(false); charmInfo->SetIsAtStay(true); + charmInfo->SetIsCommandFollow(false); charmInfo->SetIsFollowing(false); charmInfo->SetIsReturning(false); charmInfo->SaveStayPosition(); @@ -175,6 +176,7 @@ void WorldSession::HandlePetActionHelper(Unit* pet, uint64 guid1, uint32 spellid charmInfo->SetIsCommandAttack(false); charmInfo->SetIsAtStay(false); charmInfo->SetIsReturning(true); + charmInfo->SetIsCommandFollow(true); charmInfo->SetIsFollowing(false); break; case COMMAND_ATTACK: //spellid=1792 //ATTACK @@ -215,6 +217,7 @@ void WorldSession::HandlePetActionHelper(Unit* pet, uint64 guid1, uint32 spellid charmInfo->SetIsCommandAttack(true); charmInfo->SetIsAtStay(false); charmInfo->SetIsFollowing(false); + charmInfo->SetIsCommandFollow(false); charmInfo->SetIsReturning(false); pet->ToCreature()->AI()->AttackStart(TargetUnit); @@ -236,6 +239,7 @@ void WorldSession::HandlePetActionHelper(Unit* pet, uint64 guid1, uint32 spellid charmInfo->SetIsCommandAttack(true); charmInfo->SetIsAtStay(false); charmInfo->SetIsFollowing(false); + charmInfo->SetIsCommandFollow(false); charmInfo->SetIsReturning(false); pet->Attack(TargetUnit, true); diff --git a/src/server/game/Movement/MovementGenerators/TargetedMovementGenerator.cpp b/src/server/game/Movement/MovementGenerators/TargetedMovementGenerator.cpp index 7a669642e7e..8712b2cf527 100755 --- a/src/server/game/Movement/MovementGenerators/TargetedMovementGenerator.cpp +++ b/src/server/game/Movement/MovementGenerators/TargetedMovementGenerator.cpp @@ -66,7 +66,9 @@ void TargetedMovementGeneratorMedium<T,D>::_setTargetLocation(T &owner) // We need to subtract GetObjectSize() because it gets added back further down the chain // and that makes pets too far away. Subtracting it allows pets to properly // be (GetCombatReach() + i_offset) away. - if (owner.isPet()) + // Only applies when i_target is pet's owner otherwise pets and mobs end up + // doing a "dance" while fighting + if (owner.isPet() && i_target->GetTypeId() == TYPEID_PLAYER) { dist = i_target->GetCombatReach(); size = i_target->GetCombatReach() - i_target->GetObjectSize(); diff --git a/src/server/game/Spells/Auras/SpellAuraEffects.cpp b/src/server/game/Spells/Auras/SpellAuraEffects.cpp index ce15b918810..17cb16fd6d5 100644 --- a/src/server/game/Spells/Auras/SpellAuraEffects.cpp +++ b/src/server/game/Spells/Auras/SpellAuraEffects.cpp @@ -3095,9 +3095,10 @@ void AuraEffect::HandleModPossess(AuraApplication const* aurApp, uint8 mode, boo target->RemoveCharmedBy(caster); } -// only one spell has this aura void AuraEffect::HandleModPossessPet(AuraApplication const* aurApp, uint8 mode, bool apply) const { + // Used by spell "Eyes of the Beast" + if (!(mode & AURA_EFFECT_HANDLE_REAL)) return; @@ -3120,6 +3121,9 @@ void AuraEffect::HandleModPossessPet(AuraApplication const* aurApp, uint8 mode, if (caster->ToPlayer()->GetPet() != pet) return; + // Must clear current motion or pet leashes back to owner after a few yards + // when under spell 'Eyes of the Beast' + pet->GetMotionMaster()->Clear(); pet->SetCharmedBy(caster, CHARM_TYPE_POSSESS, aurApp); } else @@ -3130,13 +3134,15 @@ void AuraEffect::HandleModPossessPet(AuraApplication const* aurApp, uint8 mode, pet->Remove(PET_SAVE_NOT_IN_SLOT, true); else { - // Reinitialize the pet bar and make the pet come back to the owner + // Reinitialize the pet bar or it will appear greyed out caster->ToPlayer()->PetSpellInitialize(); - if (!pet->getVictim()) + + // Follow owner only if not fighting or owner didn't click "stay" at new location + // This may be confusing because pet bar shows "stay" when under the spell but it retains + // the "follow" flag. Player MUST click "stay" while under the spell. + if (!pet->getVictim() && !pet->GetCharmInfo()->HasCommandState(COMMAND_STAY)) { pet->GetMotionMaster()->MoveFollow(caster, PET_FOLLOW_DIST, pet->GetFollowAngle()); - //if (target->GetCharmInfo()) - // target->GetCharmInfo()->SetCommandState(COMMAND_FOLLOW); } } } |