/*
* 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 "Common.h"
#include "CreatureEventAI.h"
#include "CreatureEventAIMgr.h"
#include "ObjectMgr.h"
#include "Spell.h"
#include "World.h"
#include "Cell.h"
#include "CellImpl.h"
#include "GameEventMgr.h"
#include "GridNotifiers.h"
#include "GridNotifiersImpl.h"
#include "InstanceData.h"
#include "SpellMgr.h"
bool CreatureEventAIHolder::UpdateRepeatTimer( Creature* creature, uint32 repeatMin, uint32 repeatMax )
{
if (repeatMin == repeatMax)
Time = repeatMin;
else if (repeatMax > repeatMin)
Time = urand(repeatMin, repeatMax);
else
{
sLog.outErrorDb("CreatureEventAI: Creature %u using Event %u (Type = %u) has RandomMax < RandomMin. Event repeating disabled.", creature->GetEntry(), Event.event_id, Event.event_type);
Enabled = false;
return false;
}
return true;
}
int CreatureEventAI::Permissible(const Creature *creature)
{
if( creature->GetAIName() == "EventAI" )
return PERMIT_BASE_SPECIAL;
return PERMIT_BASE_NO;
}
CreatureEventAI::CreatureEventAI(Creature *c ) : CreatureAI(c)
{
// Need make copy for filter unneeded steps and safe in case table reload
CreatureEventAI_Event_Map::const_iterator CreatureEvents = CreatureEAI_Mgr.GetCreatureEventAIMap().find(m_creature->GetEntry());
if (CreatureEvents != CreatureEAI_Mgr.GetCreatureEventAIMap().end())
{
std::vector::const_iterator i;
for (i = (*CreatureEvents).second.begin(); i != (*CreatureEvents).second.end(); ++i)
{
//Debug check
#ifndef TRINITY_DEBUG
if ((*i).event_flags & EFLAG_DEBUG_ONLY)
continue;
#endif
if(((*i).event_flags & (EFLAG_HEROIC | EFLAG_NORMAL)) && m_creature->GetMap()->IsDungeon() )
{
if( (m_creature->GetMap()->IsHeroic() && (*i).event_flags & EFLAG_HEROIC) ||
(!m_creature->GetMap()->IsHeroic() && (*i).event_flags & EFLAG_NORMAL))
{
//event flagged for instance mode
CreatureEventAIList.push_back(CreatureEventAIHolder(*i));
}
continue;
}
CreatureEventAIList.push_back(CreatureEventAIHolder(*i));
}
//EventMap had events but they were not added because they must be for instance
if (CreatureEventAIList.empty())
sLog.outError("CreatureEventAI: Creature %u has events but no events added to list because of instance flags.", m_creature->GetEntry());
}
else
sLog.outError("CreatureEventAI: EventMap for Creature %u is empty but creature is using CreatureEventAI.", m_creature->GetEntry());
bEmptyList = CreatureEventAIList.empty();
Phase = 0;
CombatMovementEnabled = true;
MeleeEnabled = true;
AttackDistance = 0.0f;
AttackAngle = 0.0f;
InvinceabilityHpLevel = 0;
//Handle Spawned Events
if (!bEmptyList)
{
for (std::list::iterator i = CreatureEventAIList.begin(); i != CreatureEventAIList.end(); ++i)
if (SpawnedEventConditionsCheck((*i).Event))
ProcessEvent(*i);
}
}
bool CreatureEventAI::ProcessEvent(CreatureEventAIHolder& pHolder, Unit* pActionInvoker)
{
if (!pHolder.Enabled || pHolder.Time)
return false;
//Check the inverse phase mask (event doesn't trigger if current phase bit is set in mask)
if (pHolder.Event.event_inverse_phase_mask & (1 << Phase))
return false;
CreatureEventAI_Event const& event = pHolder.Event;
//Check event conditions based on the event type, also reset events
switch (event.event_type)
{
case EVENT_T_TIMER:
if (!m_creature->isInCombat())
return false;
//Repeat Timers
pHolder.UpdateRepeatTimer(m_creature,event.timer.repeatMin,event.timer.repeatMax);
break;
case EVENT_T_TIMER_OOC:
if (m_creature->isInCombat())
return false;
//Repeat Timers
pHolder.UpdateRepeatTimer(m_creature,event.timer.repeatMin,event.timer.repeatMax);
break;
case EVENT_T_HP:
{
if (!m_creature->isInCombat() || !m_creature->GetMaxHealth())
return false;
uint32 perc = (m_creature->GetHealth()*100) / m_creature->GetMaxHealth();
if (perc > event.percent_range.percentMax || perc < event.percent_range.percentMin)
return false;
//Repeat Timers
pHolder.UpdateRepeatTimer(m_creature,event.percent_range.repeatMin,event.percent_range.repeatMax);
break;
}
case EVENT_T_MANA:
{
if (!m_creature->isInCombat() || !m_creature->GetMaxPower(POWER_MANA))
return false;
uint32 perc = (m_creature->GetPower(POWER_MANA)*100) / m_creature->GetMaxPower(POWER_MANA);
if (perc > event.percent_range.percentMax || perc < event.percent_range.percentMin)
return false;
//Repeat Timers
pHolder.UpdateRepeatTimer(m_creature,event.percent_range.repeatMin,event.percent_range.repeatMax);
break;
}
case EVENT_T_AGGRO:
break;
case EVENT_T_KILL:
//Repeat Timers
pHolder.UpdateRepeatTimer(m_creature,event.kill.repeatMin,event.kill.repeatMax);
break;
case EVENT_T_DEATH:
case EVENT_T_EVADE:
break;
case EVENT_T_SPELLHIT:
//Spell hit is special case, param1 and param2 handled within CreatureEventAI::SpellHit
//Repeat Timers
pHolder.UpdateRepeatTimer(m_creature,event.spell_hit.repeatMin,event.spell_hit.repeatMax);
break;
case EVENT_T_RANGE:
//Repeat Timers
pHolder.UpdateRepeatTimer(m_creature,event.range.repeatMin,event.range.repeatMax);
break;
case EVENT_T_OOC_LOS:
//Repeat Timers
pHolder.UpdateRepeatTimer(m_creature,event.ooc_los.repeatMin,event.ooc_los.repeatMax);
break;
case EVENT_T_SPAWNED:
break;
case EVENT_T_TARGET_HP:
{
if (!m_creature->isInCombat() || !m_creature->getVictim() || !m_creature->getVictim()->GetMaxHealth())
return false;
uint32 perc = (m_creature->getVictim()->GetHealth()*100) / m_creature->getVictim()->GetMaxHealth();
if (perc > event.percent_range.percentMax || perc < event.percent_range.percentMin)
return false;
//Repeat Timers
pHolder.UpdateRepeatTimer(m_creature,event.percent_range.repeatMin,event.percent_range.repeatMax);
break;
}
case EVENT_T_TARGET_CASTING:
if (!m_creature->isInCombat() || !m_creature->getVictim() || !m_creature->getVictim()->IsNonMeleeSpellCasted(false, false, true))
return false;
//Repeat Timers
pHolder.UpdateRepeatTimer(m_creature,event.target_casting.repeatMin,event.target_casting.repeatMax);
break;
case EVENT_T_FRIENDLY_HP:
{
if (!m_creature->isInCombat())
return false;
Unit* pUnit = DoSelectLowestHpFriendly(event.friendly_hp.radius, event.friendly_hp.hpDeficit);
if (!pUnit)
return false;
pActionInvoker = pUnit;
//Repeat Timers
pHolder.UpdateRepeatTimer(m_creature,event.friendly_hp.repeatMin,event.friendly_hp.repeatMax);
break;
}
case EVENT_T_FRIENDLY_IS_CC:
{
if (!m_creature->isInCombat())
return false;
std::list pList;
DoFindFriendlyCC(pList, event.friendly_is_cc.radius);
//List is empty
if (pList.empty())
return false;
//We don't really care about the whole list, just return first available
pActionInvoker = *(pList.begin());
//Repeat Timers
pHolder.UpdateRepeatTimer(m_creature,event.friendly_is_cc.repeatMin,event.friendly_is_cc.repeatMax);
break;
}
case EVENT_T_FRIENDLY_MISSING_BUFF:
{
std::list pList;
DoFindFriendlyMissingBuff(pList, event.friendly_buff.radius, event.friendly_buff.spellId);
//List is empty
if (pList.empty())
return false;
//We don't really care about the whole list, just return first available
pActionInvoker = *(pList.begin());
//Repeat Timers
pHolder.UpdateRepeatTimer(m_creature,event.friendly_buff.repeatMin,event.friendly_buff.repeatMax);
break;
}
case EVENT_T_SUMMONED_UNIT:
{
//Prevent event from occuring on no unit or non creatures
if (!pActionInvoker || pActionInvoker->GetTypeId()!=TYPEID_UNIT)
return false;
//Creature id doesn't match up
if (((Creature*)pActionInvoker)->GetEntry() != event.summon_unit.creatureId)
return false;
//Repeat Timers
pHolder.UpdateRepeatTimer(m_creature,event.summon_unit.repeatMin,event.summon_unit.repeatMax);
break;
}
case EVENT_T_TARGET_MANA:
{
if (!m_creature->isInCombat() || !m_creature->getVictim() || !m_creature->getVictim()->GetMaxPower(POWER_MANA))
return false;
uint32 perc = (m_creature->getVictim()->GetPower(POWER_MANA)*100) / m_creature->getVictim()->GetMaxPower(POWER_MANA);
if (perc > event.percent_range.percentMax || perc < event.percent_range.percentMin)
return false;
//Repeat Timers
pHolder.UpdateRepeatTimer(m_creature,event.percent_range.repeatMin,event.percent_range.repeatMax);
break;
}
case EVENT_T_REACHED_HOME:
case EVENT_T_RECEIVE_EMOTE:
break;
case EVENT_T_BUFFED:
{
//Note: checked only aura for effect 0, if need check aura for effect 1/2 then
// possible way: pack in event.buffed.amount 2 uint16 (ammount+effectIdx)
Aura* aura = m_creature->GetAura(event.buffed.spellId,0);
if(!aura || aura->GetStackAmount() < event.buffed.amount)
return false;
//Repeat Timers
pHolder.UpdateRepeatTimer(m_creature,event.buffed.repeatMin,event.buffed.repeatMax);
break;
}
case EVENT_T_TARGET_BUFFED:
{
//Prevent event from occuring on no unit
if (!pActionInvoker)
return false;
//Note: checked only aura for effect 0, if need check aura for effect 1/2 then
// possible way: pack in event.buffed.amount 2 uint16 (ammount+effectIdx)
Aura* aura = pActionInvoker->GetAura(event.buffed.spellId,0);
if(!aura || aura->GetStackAmount() < event.buffed.amount)
return false;
//Repeat Timers
pHolder.UpdateRepeatTimer(m_creature,event.buffed.repeatMin,event.buffed.repeatMax);
break;
}
default:
sLog.outErrorDb("CreatureEventAI: Creature %u using Event %u has invalid Event Type(%u), missing from ProcessEvent() Switch.", m_creature->GetEntry(), pHolder.Event.event_id, pHolder.Event.event_type);
break;
}
//Disable non-repeatable events
if (!(pHolder.Event.event_flags & EFLAG_REPEATABLE))
pHolder.Enabled = false;
//Store random here so that all random actions match up
uint32 rnd = rand();
//Return if chance for event is not met
if (pHolder.Event.event_chance <= rnd % 100)
return false;
//Process actions
for (uint32 j = 0; j < MAX_ACTIONS; j++)
ProcessAction(pHolder.Event.action[j], rnd, pHolder.Event.event_id, pActionInvoker);
return true;
}
void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32 rnd, uint32 EventId, Unit* pActionInvoker)
{
switch (action.type)
{
case ACTION_T_TEXT:
{
if (!action.text.TextId1)
return;
int32 temp = 0;
if (action.text.TextId2 && action.text.TextId3)
{
switch( rand()%3 )
{
case 0: temp = action.text.TextId1; break;
case 1: temp = action.text.TextId2; break;
case 2: temp = action.text.TextId3; break;
}
}
else if (action.text.TextId2 && urand(0,1))
temp = action.text.TextId2;
else
temp = action.text.TextId1;
if (temp)
{
Unit* target = NULL;
if (pActionInvoker)
{
if (pActionInvoker->GetTypeId() == TYPEID_PLAYER)
target = pActionInvoker;
else if (Unit* owner = pActionInvoker->GetOwner())
{
if (owner->GetTypeId() == TYPEID_PLAYER)
target = owner;
}
}
else if (target = m_creature->getVictim())
{
if (target->GetTypeId() != TYPEID_PLAYER)
if (Unit* owner = target->GetOwner())
if (owner->GetTypeId() == TYPEID_PLAYER)
target = owner;
}
DoScriptText(temp, m_creature, target);
}
break;
}
case ACTION_T_SET_FACTION:
{
if (action.set_faction.factionId)
m_creature->setFaction(action.set_faction.factionId);
else
{
if (CreatureInfo const* ci = GetCreatureTemplateStore(m_creature->GetEntry()))
{
//if no id provided, assume reset and then use default
if (m_creature->getFaction() != ci->faction_A)
m_creature->setFaction(ci->faction_A);
}
}
break;
}
case ACTION_T_MORPH_TO_ENTRY_OR_MODEL:
{
if (action.morph.creatureId || action.morph.modelId)
{
//set model based on entry from creature_template
if (action.morph.creatureId)
{
if (CreatureInfo const* ci = GetCreatureTemplateStore(action.morph.creatureId))
{
uint32 display_id = objmgr.ChooseDisplayId(0,ci);
m_creature->SetDisplayId(display_id);
}
}
//if no param1, then use value from param2 (modelId)
else
m_creature->SetDisplayId(action.morph.modelId);
}
else
m_creature->DeMorph();
break;
}
case ACTION_T_SOUND:
m_creature->PlayDirectSound(action.sound.soundId);
break;
case ACTION_T_EMOTE:
m_creature->HandleEmoteCommand(action.emote.emoteId);
break;
case ACTION_T_RANDOM_SOUND:
{
int32 temp = GetRandActionParam(rnd, action.random_sound.soundId1, action.random_sound.soundId2, action.random_sound.soundId3);
if (temp >= 0)
m_creature->PlayDirectSound(temp);
break;
}
case ACTION_T_RANDOM_EMOTE:
{
int32 temp = GetRandActionParam(rnd, action.random_emote.emoteId1, action.random_emote.emoteId2, action.random_emote.emoteId3);
if (temp >= 0)
m_creature->HandleEmoteCommand(temp);
break;
}
case ACTION_T_CAST:
{
Unit* target = GetTargetByType(action.cast.target, pActionInvoker);
Unit* caster = m_creature;
if (!target)
return;
if (action.cast.castFlags & CAST_FORCE_TARGET_SELF)
caster = target;
//Allowed to cast only if not casting (unless we interrupt ourself) or if spell is triggered
bool canCast = !caster->IsNonMeleeSpellCasted(false) || (action.cast.castFlags & (CAST_TRIGGERED | CAST_INTURRUPT_PREVIOUS));
// If cast flag CAST_AURA_NOT_PRESENT is active, check if target already has aura on them
if(action.cast.castFlags & CAST_AURA_NOT_PRESENT)
{
if(target->HasAura(action.cast.spellId))
return;
}
if (canCast)
{
const SpellEntry* tSpell = GetSpellStore()->LookupEntry(action.cast.spellId);
//Verify that spell exists
if (tSpell)
{
//Check if cannot cast spell
if (!(action.cast.castFlags & (CAST_FORCE_TARGET_SELF | CAST_FORCE_CAST)) &&
!CanCast(target, tSpell, (action.cast.castFlags & CAST_TRIGGERED)))
{
//Melee current victim if flag not set
if (!(action.cast.castFlags & CAST_NO_MELEE_IF_OOM))
{
if (m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE)
{
AttackDistance = 0.0f;
AttackAngle = 0.0f;
m_creature->GetMotionMaster()->MoveChase(m_creature->getVictim(), AttackDistance, AttackAngle);
}
}
}
else
{
//Interrupt any previous spell
if (caster->IsNonMeleeSpellCasted(false) && action.cast.castFlags & CAST_INTURRUPT_PREVIOUS)
caster->InterruptNonMeleeSpells(false);
caster->CastSpell(target, action.cast.spellId, (action.cast.castFlags & CAST_TRIGGERED));
}
}
else
sLog.outErrorDb("CreatureEventAI: event %d creature %d attempt to cast spell that doesn't exist %d", EventId, m_creature->GetEntry(), action.cast.spellId);
}
break;
}
case ACTION_T_SUMMON:
{
Unit* target = GetTargetByType(action.summon.target, pActionInvoker);
Creature* pCreature = NULL;
if (action.summon.duration)
pCreature = m_creature->SummonCreature(action.summon.creatureId, 0.0f, 0.0f, 0.0f, 0.0f, 0, TEMPSUMMON_TIMED_OR_DEAD_DESPAWN, action.summon.duration);
else
pCreature = m_creature->SummonCreature(action.summon.creatureId, 0.0f, 0.0f, 0.0f, 0.0f, 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 0);
if (!pCreature)
sLog.outErrorDb( "CreatureEventAI: failed to spawn creature %u. Spawn event %d is on creature %d", action.summon.creatureId, EventId, m_creature->GetEntry());
else if (action.summon.target != TARGET_T_SELF && target)
pCreature->AI()->AttackStart(target);
break;
}
case ACTION_T_THREAT_SINGLE_PCT:
if (Unit* target = GetTargetByType(action.threat_single_pct.target, pActionInvoker))
m_creature->getThreatManager().modifyThreatPercent(target, action.threat_single_pct.percent);
break;
case ACTION_T_THREAT_ALL_PCT:
{
std::list& threatList = m_creature->getThreatManager().getThreatList();
for (std::list::iterator i = threatList.begin(); i != threatList.end(); ++i)
if(Unit* Temp = Unit::GetUnit(*m_creature,(*i)->getUnitGuid()))
m_creature->getThreatManager().modifyThreatPercent(Temp, action.threat_all_pct.percent);
break;
}
case ACTION_T_QUEST_EVENT:
if (Unit* target = GetTargetByType(action.quest_event.target, pActionInvoker))
if (target->GetTypeId() == TYPEID_PLAYER)
((Player*)target)->AreaExploredOrEventHappens(action.quest_event.questId);
break;
case ACTION_T_CAST_EVENT:
if (Unit* target = GetTargetByType(action.cast_event.target, pActionInvoker))
if (target->GetTypeId() == TYPEID_PLAYER)
((Player*)target)->CastedCreatureOrGO(action.cast_event.creatureId, m_creature->GetGUID(), action.cast_event.spellId);
break;
case ACTION_T_SET_UNIT_FIELD:
{
Unit* target = GetTargetByType(action.set_unit_field.target, pActionInvoker);
// not allow modify important for integrity object fields
if (action.set_unit_field.field < OBJECT_END || action.set_unit_field.field >= UNIT_END)
return;
if (target)
target->SetUInt32Value(action.set_unit_field.field, action.set_unit_field.value);
break;
}
case ACTION_T_SET_UNIT_FLAG:
if (Unit* target = GetTargetByType(action.unit_flag.target, pActionInvoker))
target->SetFlag(UNIT_FIELD_FLAGS, action.unit_flag.value);
break;
case ACTION_T_REMOVE_UNIT_FLAG:
if (Unit* target = GetTargetByType(action.unit_flag.target, pActionInvoker))
target->RemoveFlag(UNIT_FIELD_FLAGS, action.unit_flag.value);
break;
case ACTION_T_AUTO_ATTACK:
MeleeEnabled = action.auto_attack.state != 0;
break;
case ACTION_T_COMBAT_MOVEMENT:
// ignore no affect case
if(CombatMovementEnabled==(action.combat_movement.state!=0))
return;
CombatMovementEnabled = action.combat_movement.state != 0;
//Allow movement (create new targeted movement gen only if idle)
if (CombatMovementEnabled)
{
if(action.combat_movement.melee && m_creature->isInCombat())
if(Unit* victim = m_creature->getVictim())
m_creature->SendMeleeAttackStart(victim);
m_creature->GetMotionMaster()->MoveChase(m_creature->getVictim(), AttackDistance, AttackAngle);
}
else
{
if(action.combat_movement.melee && m_creature->isInCombat())
if(Unit* victim = m_creature->getVictim())
m_creature->SendMeleeAttackStop(victim);
m_creature->GetMotionMaster()->MoveIdle();
}
break;
case ACTION_T_SET_PHASE:
Phase = action.set_phase.phase;
break;
case ACTION_T_INC_PHASE:
{
int32 new_phase = int32(Phase)+action.set_inc_phase.step;
if (new_phase < 0)
{
sLog.outErrorDb( "CreatureEventAI: Event %d decrease Phase under 0. CreatureEntry = %d", EventId, m_creature->GetEntry());
Phase = 0;
}
else if (new_phase >= MAX_PHASE)
{
sLog.outErrorDb( "CreatureEventAI: Event %d incremented Phase above %u. Phase mask cannot be used with phases past %u. CreatureEntry = %d", EventId, MAX_PHASE-1, MAX_PHASE-1, m_creature->GetEntry());
Phase = MAX_PHASE-1;
}
else
Phase = new_phase;
break;
}
case ACTION_T_EVADE:
EnterEvadeMode();
break;
case ACTION_T_FLEE_FOR_ASSIST:
m_creature->DoFleeToGetAssistance();
break;
case ACTION_T_QUEST_EVENT_ALL:
if (pActionInvoker && pActionInvoker->GetTypeId() == TYPEID_PLAYER)
{
if (Unit* Temp = Unit::GetUnit(*m_creature,pActionInvoker->GetGUID()))
if (Temp->GetTypeId() == TYPEID_PLAYER)
((Player*)Temp)->GroupEventHappens(action.quest_event_all.questId,m_creature);
}
break;
case ACTION_T_CAST_EVENT_ALL:
{
std::list& threatList = m_creature->getThreatManager().getThreatList();
for (std::list::iterator i = threatList.begin(); i != threatList.end(); ++i)
if (Unit* Temp = Unit::GetUnit(*m_creature,(*i)->getUnitGuid()))
if (Temp->GetTypeId() == TYPEID_PLAYER)
((Player*)Temp)->CastedCreatureOrGO(action.cast_event_all.creatureId, m_creature->GetGUID(), action.cast_event_all.spellId);
break;
}
case ACTION_T_REMOVEAURASFROMSPELL:
if (Unit* target = GetTargetByType(action.remove_aura.target, pActionInvoker))
target->RemoveAurasDueToSpell(action.remove_aura.spellId);
break;
case ACTION_T_RANGED_MOVEMENT:
AttackDistance = (float)action.ranged_movement.distance;
AttackAngle = action.ranged_movement.angle/180.0f*M_PI;
if (CombatMovementEnabled)
{
m_creature->GetMotionMaster()->MoveChase(m_creature->getVictim(), AttackDistance, AttackAngle);
}
break;
case ACTION_T_RANDOM_PHASE:
Phase = GetRandActionParam(rnd, action.random_phase.phase1, action.random_phase.phase2, action.random_phase.phase3);
break;
case ACTION_T_RANDOM_PHASE_RANGE:
if (action.random_phase_range.phaseMax > action.random_phase_range.phaseMin)
Phase = action.random_phase_range.phaseMin + (rnd % (action.random_phase_range.phaseMax - action.random_phase_range.phaseMin));
else
sLog.outErrorDb( "CreatureEventAI: ACTION_T_RANDOM_PHASE_RANGE cannot have Param2 <= Param1. Divide by Zero. Event = %d. CreatureEntry = %d", EventId, m_creature->GetEntry());
break;
case ACTION_T_SUMMON_ID:
{
Unit* target = GetTargetByType(action.summon_id.target, pActionInvoker);
CreatureEventAI_Summon_Map::const_iterator i = CreatureEAI_Mgr.GetCreatureEventAISummonMap().find(action.summon_id.spawnId);
if (i == CreatureEAI_Mgr.GetCreatureEventAISummonMap().end())
{
sLog.outErrorDb( "CreatureEventAI: failed to spawn creature %u. Summon map index %u does not exist. EventID %d. CreatureID %d", action.summon_id.creatureId, action.summon_id.spawnId, EventId, m_creature->GetEntry());
return;
}
Creature* pCreature = NULL;
if ((*i).second.SpawnTimeSecs)
pCreature = m_creature->SummonCreature(action.summon_id.creatureId, (*i).second.position_x, (*i).second.position_y, (*i).second.position_z, (*i).second.orientation, TEMPSUMMON_TIMED_OR_DEAD_DESPAWN, (*i).second.SpawnTimeSecs);
else
pCreature = m_creature->SummonCreature(action.summon_id.creatureId, (*i).second.position_x, (*i).second.position_y, (*i).second.position_z, (*i).second.orientation, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 0);
if (!pCreature)
sLog.outErrorDb( "CreatureEventAI: failed to spawn creature %u. EventId %d.Creature %d", action.summon_id.creatureId, EventId, m_creature->GetEntry());
else if (action.summon_id.target != TARGET_T_SELF && target)
pCreature->AI()->AttackStart(target);
break;
}
case ACTION_T_KILLED_MONSTER:
//first attempt player who tapped creature
if (Player* pPlayer = m_creature->GetLootRecipient())
pPlayer->RewardPlayerAndGroupAtEvent(action.killed_monster.creatureId, m_creature);
else
{
//if not available, use pActionInvoker
if (Unit* pTarget = GetTargetByType(action.killed_monster.target, pActionInvoker))
if (Player* pPlayer2 = pTarget->GetCharmerOrOwnerPlayerOrPlayerItself())
pPlayer2->RewardPlayerAndGroupAtEvent(action.killed_monster.creatureId, m_creature);
}
break;
case ACTION_T_SET_INST_DATA:
{
InstanceData* pInst = (InstanceData*)m_creature->GetInstanceData();
if (!pInst)
{
sLog.outErrorDb("CreatureEventAI: Event %d attempt to set instance data without instance script. Creature %d", EventId, m_creature->GetEntry());
return;
}
pInst->SetData(action.set_inst_data.field, action.set_inst_data.value);
break;
}
case ACTION_T_SET_INST_DATA64:
{
Unit* target = GetTargetByType(action.set_inst_data64.target, pActionInvoker);
if (!target)
{
sLog.outErrorDb("CreatureEventAI: Event %d attempt to set instance data64 but Target == NULL. Creature %d", EventId, m_creature->GetEntry());
return;
}
InstanceData* pInst = (InstanceData*)m_creature->GetInstanceData();
if (!pInst)
{
sLog.outErrorDb("CreatureEventAI: Event %d attempt to set instance data64 without instance script. Creature %d", EventId, m_creature->GetEntry());
return;
}
pInst->SetData64(action.set_inst_data64.field, target->GetGUID());
break;
}
case ACTION_T_UPDATE_TEMPLATE:
if (m_creature->GetEntry() == action.update_template.creatureId)
{
sLog.outErrorDb("CreatureEventAI: Event %d ACTION_T_UPDATE_TEMPLATE call with param1 == current entry. Creature %d", EventId, m_creature->GetEntry());
return;
}
m_creature->UpdateEntry(action.update_template.creatureId, action.update_template.team ? HORDE : ALLIANCE);
break;
case ACTION_T_DIE:
if (m_creature->isDead())
{
sLog.outErrorDb("CreatureEventAI: Event %d ACTION_T_DIE on dead creature. Creature %d", EventId, m_creature->GetEntry());
return;
}
m_creature->DealDamage(m_creature, m_creature->GetMaxHealth(),NULL, DIRECT_DAMAGE, SPELL_SCHOOL_MASK_NORMAL, NULL, false);
break;
case ACTION_T_ZONE_COMBAT_PULSE:
{
m_creature->SetInCombatWithZone();
break;
}
case ACTION_T_CALL_FOR_HELP:
{
m_creature->CallForHelp(action.call_for_help.radius);
break;
}
break;
// TRINITY ONLY
case ACTION_T_SET_ACTIVE:
me->setActive(action.raw.param1 ? true : false);
break;
case ACTION_T_SET_AGGRESSIVE:
me->SetReactState(ReactStates(action.raw.param1));
break;
case ACTION_T_ATTACK_START_PULSE:
AttackStart(me->SelectNearestTarget((float)action.raw.param1));
break;
case ACTION_T_SUMMON_GO:
{
GameObject* pObject = NULL;
float x,y,z;
m_creature->GetPosition(x,y,z);
pObject = m_creature->SummonGameObject(action.raw.param1, x, y, z, 0, 0, 0, 0, 0, action.raw.param2);
if (!pObject)
{
sLog.outErrorDb("TSCR: EventAI failed to spawn object %u. Spawn event %d is on creature %d", action.raw.param1, EventId, m_creature->GetEntry());
}
break;
}
case ACTION_T_SET_SHEATH:
{
m_creature->SetSheath(SheathState(action.set_sheath.sheath));
break;
}
case ACTION_T_FORCE_DESPAWN:
{
m_creature->ForcedDespawn();
break;
}
case ACTION_T_SET_INVINCIBILITY_HP_LEVEL:
{
if(action.invincibility_hp_level.is_percent)
InvinceabilityHpLevel = m_creature->GetMaxHealth()*action.invincibility_hp_level.hp_level/100;
else
InvinceabilityHpLevel = action.invincibility_hp_level.hp_level;
break;
}
}
}
void CreatureEventAI::JustRespawned()
{
Reset();
if (bEmptyList)
return;
//Handle Spawned Events
for (std::list::iterator i = CreatureEventAIList.begin(); i != CreatureEventAIList.end(); ++i)
if (SpawnedEventConditionsCheck((*i).Event))
ProcessEvent(*i);
}
void CreatureEventAI::Reset()
{
EventUpdateTime = EVENT_UPDATE_TIME;
EventDiff = 0;
if (bEmptyList)
return;
//Reset all events to enabled
for (std::list::iterator i = CreatureEventAIList.begin(); i != CreatureEventAIList.end(); ++i)
{
CreatureEventAI_Event const& event = (*i).Event;
switch (event.event_type)
{
//Reset all out of combat timers
case EVENT_T_TIMER_OOC:
{
if ((*i).UpdateRepeatTimer(m_creature,event.timer.initialMin,event.timer.initialMax))
(*i).Enabled = true;
break;
}
//default:
//TODO: enable below code line / verify this is correct to enable events previously disabled (ex. aggro yell), instead of enable this in void EnterCombat()
//(*i).Enabled = true;
//(*i).Time = 0;
//break;
}
}
}
void CreatureEventAI::JustReachedHome()
{
m_creature->LoadCreaturesAddon();
if (!bEmptyList)
{
for (std::list::iterator i = CreatureEventAIList.begin(); i != CreatureEventAIList.end(); ++i)
{
if ((*i).Event.event_type == EVENT_T_REACHED_HOME)
ProcessEvent(*i);
}
}
Reset();
}
void CreatureEventAI::EnterEvadeMode()
{
CreatureAI::EnterEvadeMode();
if (bEmptyList)
return;
//Handle Evade events
for (std::list::iterator i = CreatureEventAIList.begin(); i != CreatureEventAIList.end(); ++i)
{
if ((*i).Event.event_type == EVENT_T_EVADE)
ProcessEvent(*i);
}
}
void CreatureEventAI::JustDied(Unit* killer)
{
Reset();
if (bEmptyList)
return;
//Handle Evade events
for (std::list::iterator i = CreatureEventAIList.begin(); i != CreatureEventAIList.end(); ++i)
{
if ((*i).Event.event_type == EVENT_T_DEATH)
ProcessEvent(*i, killer);
}
// reset phase after any death state events
Phase = 0;
}
void CreatureEventAI::KilledUnit(Unit* victim)
{
if (bEmptyList || victim->GetTypeId() != TYPEID_PLAYER)
return;
for (std::list::iterator i = CreatureEventAIList.begin(); i != CreatureEventAIList.end(); ++i)
{
if ((*i).Event.event_type == EVENT_T_KILL)
ProcessEvent(*i, victim);
}
}
void CreatureEventAI::JustSummoned(Creature* pUnit)
{
if (bEmptyList || !pUnit)
return;
for (std::list::iterator i = CreatureEventAIList.begin(); i != CreatureEventAIList.end(); ++i)
{
if ((*i).Event.event_type == EVENT_T_SUMMONED_UNIT)
ProcessEvent(*i, pUnit);
}
}
void CreatureEventAI::EnterCombat(Unit *enemy)
{
//Check for on combat start events
if (!bEmptyList)
{
for (std::list::iterator i = CreatureEventAIList.begin(); i != CreatureEventAIList.end(); ++i)
{
CreatureEventAI_Event const& event = (*i).Event;
switch (event.event_type)
{
case EVENT_T_AGGRO:
(*i).Enabled = true;
ProcessEvent(*i, enemy);
break;
//Reset all in combat timers
case EVENT_T_TIMER:
if ((*i).UpdateRepeatTimer(m_creature,event.timer.initialMin,event.timer.initialMax))
(*i).Enabled = true;
break;
//All normal events need to be re-enabled and their time set to 0
default:
(*i).Enabled = true;
(*i).Time = 0;
break;
}
}
}
EventUpdateTime = EVENT_UPDATE_TIME;
EventDiff = 0;
}
void CreatureEventAI::AttackStart(Unit *who)
{
if (!who)
return;
if (m_creature->Attack(who, MeleeEnabled))
{
if (CombatMovementEnabled)
{
m_creature->GetMotionMaster()->MoveChase(who, AttackDistance, AttackAngle);
}
else
{
m_creature->GetMotionMaster()->MoveIdle();
}
}
}
void CreatureEventAI::MoveInLineOfSight(Unit *who)
{
if(me->getVictim())
return;
//Check for OOC LOS Event
if (!bEmptyList)
{
for (std::list::iterator itr = CreatureEventAIList.begin(); itr != CreatureEventAIList.end(); ++itr)
{
if ((*itr).Event.event_type == EVENT_T_OOC_LOS)
{
//can trigger if closer than fMaxAllowedRange
float fMaxAllowedRange = (*itr).Event.ooc_los.maxRange;
//if range is ok and we are actually in LOS
if (m_creature->IsWithinDistInMap(who, fMaxAllowedRange) && m_creature->IsWithinLOSInMap(who))
{
//if friendly event&&who is not hostile OR hostile event&&who is hostile
if (((*itr).Event.ooc_los.noHostile && !m_creature->IsHostileTo(who)) ||
((!(*itr).Event.ooc_los.noHostile) && m_creature->IsHostileTo(who)))
ProcessEvent(*itr, who);
}
}
}
}
CreatureAI::MoveInLineOfSight(who);
}
void CreatureEventAI::SpellHit(Unit* pUnit, const SpellEntry* pSpell)
{
if (bEmptyList)
return;
for (std::list::iterator i = CreatureEventAIList.begin(); i != CreatureEventAIList.end(); ++i)
if ((*i).Event.event_type == EVENT_T_SPELLHIT)
//If spell id matches (or no spell id) & if spell school matches (or no spell school)
if (!(*i).Event.spell_hit.spellId || pSpell->Id == (*i).Event.spell_hit.spellId)
if (pSpell->SchoolMask & (*i).Event.spell_hit.schoolMask)
ProcessEvent(*i, pUnit);
}
void CreatureEventAI::UpdateAI(const uint32 diff)
{
//Check if we are in combat (also updates calls threat update code)
bool Combat = UpdateVictim();
if (!bEmptyList)
{
//Events are only updated once every EVENT_UPDATE_TIME ms to prevent lag with large amount of events
if (EventUpdateTime < diff)
{
EventDiff += diff;
//Check for time based events
for (std::list::iterator i = CreatureEventAIList.begin(); i != CreatureEventAIList.end(); ++i)
{
//Decrement Timers
if ((*i).Time)
{
if ((*i).Time > EventDiff)
{
//Do not decrement timers if event cannot trigger in this phase
if (!((*i).Event.event_inverse_phase_mask & (1 << Phase)))
(*i).Time -= EventDiff;
//Skip processing of events that have time remaining
continue;
}
else (*i).Time = 0;
}
//Events that are updated every EVENT_UPDATE_TIME
switch ((*i).Event.event_type)
{
case EVENT_T_TIMER_OOC:
ProcessEvent(*i);
break;
case EVENT_T_TIMER:
case EVENT_T_MANA:
case EVENT_T_HP:
case EVENT_T_TARGET_HP:
case EVENT_T_TARGET_CASTING:
case EVENT_T_FRIENDLY_HP:
if (me->getVictim())
ProcessEvent(*i);
break;
case EVENT_T_RANGE:
if (me->getVictim())
if (m_creature->IsInMap(m_creature->getVictim()))
if (m_creature->IsInRange(m_creature->getVictim(),(float)(*i).Event.range.minDist,(float)(*i).Event.range.maxDist))
ProcessEvent(*i);
break;
}
}
EventDiff = 0;
EventUpdateTime = EVENT_UPDATE_TIME;
}
else
{
EventDiff += diff;
EventUpdateTime -= diff;
}
}
//Melee Auto-Attack
if (Combat && MeleeEnabled)
DoMeleeAttackIfReady();
}
inline Unit* CreatureEventAI::SelectUnit(AttackingTarget target, uint32 position)
{
//ThreatList m_threatlist;
std::list& m_threatlist = m_creature->getThreatManager().getThreatList();
std::list::iterator i = m_threatlist.begin();
std::list::reverse_iterator r = m_threatlist.rbegin();
if (position >= m_threatlist.size() || !m_threatlist.size())
return NULL;
switch (target)
{
case ATTACKING_TARGET_RANDOM:
{
advance ( i , position + (rand() % (m_threatlist.size() - position ) ));
return Unit::GetUnit(*m_creature,(*i)->getUnitGuid());
}
case ATTACKING_TARGET_TOPAGGRO:
{
advance ( i , position);
return Unit::GetUnit(*m_creature,(*i)->getUnitGuid());
}
case ATTACKING_TARGET_BOTTOMAGGRO:
{
advance ( r , position);
return Unit::GetUnit(*m_creature,(*r)->getUnitGuid());
}
}
return NULL;
}
inline uint32 CreatureEventAI::GetRandActionParam(uint32 rnd, uint32 param1, uint32 param2, uint32 param3)
{
switch (rnd % 3)
{
case 0: return param1;
case 1: return param2;
case 2: return param3;
}
return 0;
}
inline int32 CreatureEventAI::GetRandActionParam(uint32 rnd, int32 param1, int32 param2, int32 param3)
{
switch (rnd % 3)
{
case 0: return param1;
case 1: return param2;
case 2: return param3;
}
return 0;
}
inline Unit* CreatureEventAI::GetTargetByType(uint32 Target, Unit* pActionInvoker)
{
switch (Target)
{
case TARGET_T_SELF:
return m_creature;
case TARGET_T_HOSTILE:
return m_creature->getVictim();
case TARGET_T_HOSTILE_SECOND_AGGRO:
return SelectUnit(ATTACKING_TARGET_TOPAGGRO,1);
case TARGET_T_HOSTILE_LAST_AGGRO:
return SelectUnit(ATTACKING_TARGET_BOTTOMAGGRO,0);
case TARGET_T_HOSTILE_RANDOM:
return SelectUnit(ATTACKING_TARGET_RANDOM,0);
case TARGET_T_HOSTILE_RANDOM_NOT_TOP:
return SelectUnit(ATTACKING_TARGET_RANDOM,1);
case TARGET_T_ACTION_INVOKER:
return pActionInvoker;
default:
return NULL;
};
}
Unit* CreatureEventAI::DoSelectLowestHpFriendly(float range, uint32 MinHPDiff)
{
CellPair p(MaNGOS::ComputeCellPair(m_creature->GetPositionX(), m_creature->GetPositionY()));
Cell cell(p);
cell.data.Part.reserved = ALL_DISTRICT;
cell.SetNoCreate();
Unit* pUnit = NULL;
MaNGOS::MostHPMissingInRange u_check(m_creature, range, MinHPDiff);
MaNGOS::UnitLastSearcher searcher(m_creature, pUnit, u_check);
/*
typedef TYPELIST_4(GameObject, Creature*except pets*, DynamicObject, Corpse*Bones*) AllGridObjectTypes;
This means that if we only search grid then we cannot possibly return pets or players so this is safe
*/
TypeContainerVisitor, GridTypeMapContainer > grid_unit_searcher(searcher);
CellLock cell_lock(cell, p);
cell_lock->Visit(cell_lock, grid_unit_searcher, *m_creature->GetMap());
return pUnit;
}
void CreatureEventAI::DoFindFriendlyCC(std::list& _list, float range)
{
CellPair p(MaNGOS::ComputeCellPair(m_creature->GetPositionX(), m_creature->GetPositionY()));
Cell cell(p);
cell.data.Part.reserved = ALL_DISTRICT;
cell.SetNoCreate();
MaNGOS::FriendlyCCedInRange u_check(m_creature, range);
MaNGOS::CreatureListSearcher searcher(m_creature, _list, u_check);
TypeContainerVisitor, GridTypeMapContainer > grid_creature_searcher(searcher);
CellLock cell_lock(cell, p);
cell_lock->Visit(cell_lock, grid_creature_searcher, *m_creature->GetMap());
}
void CreatureEventAI::DoFindFriendlyMissingBuff(std::list& _list, float range, uint32 spellid)
{
CellPair p(MaNGOS::ComputeCellPair(m_creature->GetPositionX(), m_creature->GetPositionY()));
Cell cell(p);
cell.data.Part.reserved = ALL_DISTRICT;
cell.SetNoCreate();
MaNGOS::FriendlyMissingBuffInRange u_check(m_creature, range, spellid);
MaNGOS::CreatureListSearcher searcher(m_creature, _list, u_check);
TypeContainerVisitor, GridTypeMapContainer > grid_creature_searcher(searcher);
CellLock cell_lock(cell, p);
cell_lock->Visit(cell_lock, grid_creature_searcher, *m_creature->GetMap());
}
//*********************************
//*** Functions used globally ***
void CreatureEventAI::DoScriptText(int32 textEntry, WorldObject* pSource, Unit* target)
{
if (!pSource)
{
sLog.outErrorDb("CreatureEventAI: DoScriptText entry %i, invalid Source pointer.",textEntry);
return;
}
if (textEntry >= 0)
{
sLog.outErrorDb("CreatureEventAI: DoScriptText with source entry %u (TypeId=%u, guid=%u) attempts to process text entry %i, but text entry must be negative.",pSource->GetEntry(),pSource->GetTypeId(),pSource->GetGUIDLow(),textEntry);
return;
}
CreatureEventAI_TextMap::const_iterator i = CreatureEAI_Mgr.GetCreatureEventAITextMap().find(textEntry);
if (i == CreatureEAI_Mgr.GetCreatureEventAITextMap().end())
{
sLog.outErrorDb("CreatureEventAI: DoScriptText with source entry %u (TypeId=%u, guid=%u) could not find text entry %i.",pSource->GetEntry(),pSource->GetTypeId(),pSource->GetGUIDLow(),textEntry);
return;
}
sLog.outDebug("CreatureEventAI: DoScriptText: text entry=%i, Sound=%u, Type=%u, Language=%u, Emote=%u",textEntry,(*i).second.SoundId,(*i).second.Type,(*i).second.Language,(*i).second.Emote);
if((*i).second.SoundId)
{
if (GetSoundEntriesStore()->LookupEntry((*i).second.SoundId))
pSource->PlayDirectSound((*i).second.SoundId);
else
sLog.outErrorDb("CreatureEventAI: DoScriptText entry %i tried to process invalid sound id %u.",textEntry,(*i).second.SoundId);
}
if((*i).second.Emote)
{
if (pSource->GetTypeId() == TYPEID_UNIT || pSource->GetTypeId() == TYPEID_PLAYER)
{
((Unit*)pSource)->HandleEmoteCommand((*i).second.Emote);
}
else
sLog.outErrorDb("CreatureEventAI: DoScriptText entry %i tried to process emote for invalid TypeId (%u).",textEntry,pSource->GetTypeId());
}
switch((*i).second.Type)
{
case CHAT_TYPE_SAY:
pSource->MonsterSay(textEntry, (*i).second.Language, target ? target->GetGUID() : 0);
break;
case CHAT_TYPE_YELL:
pSource->MonsterYell(textEntry, (*i).second.Language, target ? target->GetGUID() : 0);
break;
case CHAT_TYPE_TEXT_EMOTE:
pSource->MonsterTextEmote(textEntry, target ? target->GetGUID() : 0);
break;
case CHAT_TYPE_BOSS_EMOTE:
pSource->MonsterTextEmote(textEntry, target ? target->GetGUID() : 0, true);
break;
case CHAT_TYPE_WHISPER:
{
if (target && target->GetTypeId() == TYPEID_PLAYER)
pSource->MonsterWhisper(textEntry, target->GetGUID());
else sLog.outErrorDb("CreatureEventAI: DoScriptText entry %i cannot whisper without target unit (TYPEID_PLAYER).", textEntry);
}break;
case CHAT_TYPE_BOSS_WHISPER:
{
if (target && target->GetTypeId() == TYPEID_PLAYER)
pSource->MonsterWhisper(textEntry, target->GetGUID(), true);
else sLog.outErrorDb("CreatureEventAI: DoScriptText entry %i cannot whisper without target unit (TYPEID_PLAYER).", textEntry);
}break;
case CHAT_TYPE_ZONE_YELL:
pSource->MonsterYellToZone(textEntry, (*i).second.Language, target ? target->GetGUID() : 0);
break;
}
}
bool CreatureEventAI::CanCast(Unit* Target, SpellEntry const *Spell, bool Triggered)
{
//No target so we can't cast
if (!Target || !Spell)
return false;
//Silenced so we can't cast
if (!Triggered && me->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SILENCED))
return false;
//Check for power
if (!Triggered && me->GetPower((Powers)Spell->powerType) < CalculatePowerCost(Spell, me, GetSpellSchoolMask(Spell)))
return false;
SpellRangeEntry const *TempRange = NULL;
TempRange = GetSpellRangeStore()->LookupEntry(Spell->rangeIndex);
//Spell has invalid range store so we can't use it
if (!TempRange)
return false;
//Unit is out of range of this spell
if (!m_creature->IsInRange(Target,TempRange->minRangeHostile,TempRange->maxRangeHostile))
return false;
return true;
}
void CreatureEventAI::ReceiveEmote(Player* pPlayer, uint32 text_emote)
{
if (bEmptyList)
return;
for (std::list::iterator itr = CreatureEventAIList.begin(); itr != CreatureEventAIList.end(); ++itr)
{
if ((*itr).Event.event_type == EVENT_T_RECEIVE_EMOTE)
{
if ((*itr).Event.receive_emote.emoteId != text_emote)
return;
PlayerCondition pcon((*itr).Event.receive_emote.condition,(*itr).Event.receive_emote.conditionValue1,(*itr).Event.receive_emote.conditionValue2);
if (pcon.Meets(pPlayer))
{
sLog.outDebug("CreatureEventAI: ReceiveEmote CreatureEventAI: Condition ok, processing");
ProcessEvent(*itr, pPlayer);
}
}
}
}
void CreatureEventAI::DamageTaken( Unit* done_by, uint32& damage )
{
if(InvinceabilityHpLevel > 0 && m_creature->GetHealth() < InvinceabilityHpLevel+damage)
{
if(m_creature->GetHealth() <= InvinceabilityHpLevel)
damage = 0;
else
damage = m_creature->GetHealth() - InvinceabilityHpLevel;
}
}
bool CreatureEventAI::SpawnedEventConditionsCheck(CreatureEventAI_Event const& event)
{
if(event.event_type != EVENT_T_SPAWNED)
return false;
switch (event.spawned.condition)
{
case SPAWNED_EVENT_ALWAY:
// always
return true;
case SPAWNED_EVENT_MAP:
// map ID check
return m_creature->GetMapId() == event.spawned.conditionValue1;
case SPAWNED_EVENT_ZONE:
{
// zone ID check
uint32 zone, area;
m_creature->GetZoneAndAreaId(zone,area);
return zone == event.spawned.conditionValue1 || area == event.spawned.conditionValue1;
}
default:
break;
}
return false;
}