/* * Copyright (C) 2005-2009 MaNGOS * * Copyright (C) 2008-2009 Trinity * * 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 "CreatureAI.h" #include "CreatureAIImpl.h" #include "Creature.h" #include "World.h" #include "SpellMgr.h" //Disable CreatureAI when charmed void CreatureAI::OnCharmed(bool apply) { //me->IsAIEnabled = !apply;*/ me->NeedChangeAI = true; me->IsAIEnabled = false; } AISpellInfoType * CreatureAI::AISpellInfo; TRINITY_DLL_SPEC AISpellInfoType * GetAISpellInfo(uint32 i) { return &CreatureAI::AISpellInfo[i]; } void CreatureAI::DoZoneInCombat(Creature* creature) { if (!creature) creature = me; if(!creature->CanHaveThreatList()) return; Map *map = creature->GetMap(); if (!map->IsDungeon()) //use IsDungeon instead of Instanceable, in case battlegrounds will be instantiated { sLog.outError("DoZoneInCombat call for map that isn't an instance (creature entry = %d)", creature->GetTypeId() == TYPEID_UNIT ? ((Creature*)creature)->GetEntry() : 0); return; } if(!creature->HasReactState(REACT_PASSIVE) && !creature->getVictim()) { if(Unit *target = creature->SelectNearestTarget(50)) creature->AI()->AttackStart(target); else if(creature->isSummon()) { if(Unit *summoner = ((TempSummon*)creature)->GetSummoner()) { Unit *target = summoner->getAttackerForHelper(); if(!target && summoner->CanHaveThreatList() && !summoner->getThreatManager().isThreatListEmpty()) target = summoner->getThreatManager().getHostilTarget(); if(target && (creature->IsFriendlyTo(summoner) || creature->IsHostileTo(target))) creature->AI()->AttackStart(target); } } } if(!creature->HasReactState(REACT_PASSIVE) && !creature->getVictim()) { sLog.outError("DoZoneInCombat called for creature that has empty threat list (creature entry = %u)", creature->GetEntry()); return; } Map::PlayerList const &PlayerList = map->GetPlayers(); for(Map::PlayerList::const_iterator i = PlayerList.begin(); i != PlayerList.end(); ++i) { if (i->getSource()->isAlive()) { creature->SetInCombatWith(i->getSource()); i->getSource()->SetInCombatWith(creature); creature->AddThreat(i->getSource(), 0.0f); } } } void CreatureAI::MoveInLineOfSight(Unit *who) { if(me->getVictim()) return; if(me->canStartAttack(who)) AttackStart(who); else if(who->getVictim() && me->IsFriendlyTo(who) && me->IsWithinDistInMap(who, sWorld.getConfig(CONFIG_CREATURE_FAMILY_ASSISTANCE_RADIUS)) && me->canAttack(who->getVictim())) AttackStart(who->getVictim()); } void CreatureAI::SetGazeOn(Unit *target) { if(me->canAttack(target)) { AttackStart(target); me->SetReactState(REACT_PASSIVE); } } bool CreatureAI::UpdateVictimWithGaze() { if(!me->isInCombat()) return false; if(me->HasReactState(REACT_PASSIVE)) { if(me->getVictim()) return true; else me->SetReactState(REACT_AGGRESSIVE); } if(Unit *victim = me->SelectVictim()) AttackStart(victim); return me->getVictim(); } bool CreatureAI::UpdateVictimByReact() { if(!me->isInCombat()) return false; if(me->HasReactState(REACT_AGGRESSIVE)) { if(Unit *victim = me->SelectVictim()) AttackStart(victim); return me->getVictim(); } else if(me->getThreatManager().isThreatListEmpty()) { EnterEvadeMode(); return false; } return true; } bool CreatureAI::UpdateVictim() { if(!me->isInCombat()) return false; if(Unit *victim = me->SelectVictim()) AttackStart(victim); return me->getVictim(); } bool CreatureAI::_EnterEvadeMode() { if(me->IsInEvadeMode() || !me->isAlive()) return false; me->RemoveAllAuras(); me->DeleteThreatList(); me->CombatStop(true); me->LoadCreaturesAddon(); me->SetLootRecipient(NULL); me->ResetDamageByPlayers(); return true; } void CreatureAI::EnterEvadeMode() { if(!_EnterEvadeMode()) return; if(Unit *owner = me->GetCharmerOrOwner()) me->GetMotionMaster()->MoveFollow(owner, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE, MOTION_SLOT_IDLE); else me->GetMotionMaster()->MoveTargetedHome(); Reset(); } inline bool SelectTargetHelper(const Unit * me, const Unit * target, const bool &playerOnly, const float &dist, const int32 &aura) { if(playerOnly && target->GetTypeId() != TYPEID_PLAYER) return false; if(dist && !me->IsWithinCombatRange(target, dist)) return false; if(aura) { if(aura > 0) { if(!target->HasAura(aura)) return false; } else { if(target->HasAura(aura)) return false; } } return true; } struct TargetDistanceOrder : public std::binary_function { const Unit * me; TargetDistanceOrder(const Unit* Target) : me(Target) {}; // functor for operator ">" bool operator()(const Unit * _Left, const Unit * _Right) const { return (me->GetDistanceSq(_Left) < me->GetDistanceSq(_Right)); } }; Unit* CreatureAI::SelectTarget(SelectAggroTarget targetType, uint32 position, float dist, bool playerOnly, int32 aura) { if(targetType == SELECT_TARGET_NEAREST || targetType == SELECT_TARGET_FARTHEST) { std::list &m_threatlist = me->getThreatManager().getThreatList(); if(position >= m_threatlist.size()) return NULL; std::list targetList; for(std::list::iterator itr = m_threatlist.begin(); itr!= m_threatlist.end(); ++itr) if(SelectTargetHelper(me, (*itr)->getTarget(), playerOnly, dist, aura)) targetList.push_back((*itr)->getTarget()); if(position >= targetList.size()) return NULL; targetList.sort(TargetDistanceOrder(m_creature)); if(targetType == SELECT_TARGET_NEAREST) { std::list::iterator i = targetList.begin(); advance(i, position); return *i; } else { std::list::reverse_iterator i = targetList.rbegin(); advance(i, position); return *i; } } else { std::list m_threatlist = me->getThreatManager().getThreatList(); std::list::iterator i; while(position < m_threatlist.size()) { if(targetType == SELECT_TARGET_BOTTOMAGGRO) { i = m_threatlist.end(); advance(i, - (int32)position - 1); } else { i = m_threatlist.begin(); if(targetType == SELECT_TARGET_TOPAGGRO) advance(i, position); else // random advance(i, position + rand()%(m_threatlist.size() - position)); } if(SelectTargetHelper(me, (*i)->getTarget(), playerOnly, dist, aura)) return (*i)->getTarget(); else m_threatlist.erase(i); } } return NULL; } void CreatureAI::SelectTargetList(std::list &targetList, uint32 num, SelectAggroTarget targetType, float dist, bool playerOnly, int32 aura) { if(targetType == SELECT_TARGET_NEAREST || targetType == SELECT_TARGET_FARTHEST) { std::list &m_threatlist = m_creature->getThreatManager().getThreatList(); if(m_threatlist.empty()) return; for(std::list::iterator itr = m_threatlist.begin(); itr!= m_threatlist.end(); ++itr) if(SelectTargetHelper(me, (*itr)->getTarget(), playerOnly, dist, aura)) targetList.push_back((*itr)->getTarget()); targetList.sort(TargetDistanceOrder(me)); targetList.resize(num); if(targetType == SELECT_TARGET_FARTHEST) targetList.reverse(); } else { std::list m_threatlist = me->getThreatManager().getThreatList(); std::list::iterator i; while(!m_threatlist.empty() && num) { if(targetType == SELECT_TARGET_BOTTOMAGGRO) { i = m_threatlist.end(); --i; } else { i = m_threatlist.begin(); if(targetType == SELECT_TARGET_RANDOM) advance(i, rand()%m_threatlist.size()); } if(SelectTargetHelper(me, (*i)->getTarget(), playerOnly, dist, aura)) { targetList.push_back((*i)->getTarget()); --num; } m_threatlist.erase(i); } } } void CreatureAI::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; for(uint32 j = 0; j < 3; ++j) { if(spellInfo->EffectImplicitTargetA[j] == TARGET_UNIT_TARGET_ENEMY || spellInfo->EffectImplicitTargetA[j] == TARGET_DST_TARGET_ENEMY) { if(AIInfo->target < AITARGET_VICTIM) AIInfo->target = AITARGET_VICTIM; } if(spellInfo->Effect[j] == SPELL_EFFECT_APPLY_AURA) { if(spellInfo->EffectImplicitTargetA[j] == TARGET_UNIT_TARGET_ENEMY) { if(AIInfo->target < AITARGET_DEBUFF) AIInfo->target = AITARGET_DEBUFF; } else if(IsPositiveSpell(i)) { if(AIInfo->target < AITARGET_BUFF) AIInfo->target = AITARGET_BUFF; } } } } } /*void CreatureAI::AttackedBy( Unit* attacker ) { if(!m_creature->getVictim()) AttackStart(attacker); }*/