/*
* 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 "PetAI.h"
#include "Errors.h"
#include "Pet.h"
#include "Player.h"
#include "DBCStores.h"
#include "Spell.h"
#include "ObjectAccessor.h"
#include "SpellMgr.h"
#include "Creature.h"
#include "World.h"
#include "Util.h"
int PetAI::Permissible(const Creature *creature)
{
if( creature->isPet())
return PERMIT_BASE_SPECIAL;
return PERMIT_BASE_NO;
}
PetAI::PetAI(Creature *c) : CreatureAI(c), i_tracker(TIME_INTERVAL_LOOK)
{
m_AllySet.clear();
UpdateAllies();
}
void PetAI::EnterEvadeMode()
{
}
bool PetAI::_needToStop() const
{
// This is needed for charmed creatures, as once their target was reset other effects can trigger threat
if(m_creature->isCharmed() && m_creature->getVictim() == m_creature->GetCharmer())
return true;
return !m_creature->canAttack(m_creature->getVictim());
}
void PetAI::_stopAttack()
{
if( !m_creature->isAlive() )
{
DEBUG_LOG("Creature stoped attacking cuz his dead [guid=%u]", m_creature->GetGUIDLow());
m_creature->GetMotionMaster()->Clear();
m_creature->GetMotionMaster()->MoveIdle();
m_creature->CombatStop();
m_creature->getHostilRefManager().deleteReferences();
return;
}
Unit* owner = m_creature->GetCharmerOrOwner();
if(owner && m_creature->GetCharmInfo() && m_creature->GetCharmInfo()->HasCommandState(COMMAND_FOLLOW))
{
m_creature->GetMotionMaster()->MoveFollow(owner,PET_FOLLOW_DIST, m_creature->GetFollowAngle());
}
else
{
m_creature->clearUnitState(UNIT_STAT_FOLLOW);
m_creature->GetMotionMaster()->Clear();
m_creature->GetMotionMaster()->MoveIdle();
}
m_creature->AttackStop();
}
void PetAI::UpdateAI(const uint32 diff)
{
Unit* owner = m_creature->GetCharmerOrOwner();
if(m_updateAlliesTimer <= diff)
// UpdateAllies self set update timer
UpdateAllies();
else
m_updateAlliesTimer -= diff;
// m_creature->getVictim() can't be used for check in case stop fighting, m_creature->getVictim() clear at Unit death etc.
if( m_creature->getVictim() )
{
if( _needToStop() )
{
DEBUG_LOG("Pet AI stoped attacking [guid=%u]", m_creature->GetGUIDLow());
_stopAttack();
return;
}
DoMeleeAttackIfReady();
}
else if(owner && m_creature->GetCharmInfo()) //no victim
{
if(owner->isInCombat() && !(m_creature->HasReactState(REACT_PASSIVE) || m_creature->GetCharmInfo()->HasCommandState(COMMAND_STAY)))
AttackStart(owner->getAttackerForHelper());
else if(m_creature->GetCharmInfo()->HasCommandState(COMMAND_FOLLOW) && !m_creature->hasUnitState(UNIT_STAT_FOLLOW))
m_creature->GetMotionMaster()->MoveFollow(owner,PET_FOLLOW_DIST, m_creature->GetFollowAngle());
}
else if (owner && !m_creature->hasUnitState(UNIT_STAT_FOLLOW)) // no charm info and no victim
m_creature->GetMotionMaster()->MoveFollow(owner,PET_FOLLOW_DIST, m_creature->GetFollowAngle());
if(!me->GetCharmInfo())
return;
if (m_creature->GetGlobalCooldown() == 0 && !m_creature->hasUnitState(UNIT_STAT_CASTING))
{
bool inCombat = me->getVictim();
//Autocast
for (uint8 i = 0; i < m_creature->GetPetAutoSpellSize(); ++i)
{
uint32 spellID = m_creature->GetPetAutoSpellOnPos(i);
if (!spellID)
continue;
SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellID);
if (!spellInfo)
continue;
// ignore some combinations of combat state and combat/noncombat spells
if (!inCombat)
{
if (!IsPositiveSpell(spellInfo->Id))
continue;
}
else
{
if (IsNonCombatSpell(spellInfo))
continue;
}
Spell *spell = new Spell(m_creature, spellInfo, false, 0);
if(inCombat && !m_creature->hasUnitState(UNIT_STAT_FOLLOW) && spell->CanAutoCast(m_creature->getVictim()))
{
m_targetSpellStore.push_back(std::make_pair(m_creature->getVictim(), spell));
continue;
}
else
{
bool spellUsed = false;
for(std::set::const_iterator tar = m_AllySet.begin(); tar != m_AllySet.end(); ++tar)
{
Unit* Target = ObjectAccessor::GetUnit(*m_creature,*tar);
//only buff targets that are in combat, unless the spell can only be cast while out of combat
if(!Target)
continue;
if(spell->CanAutoCast(Target))
{
m_targetSpellStore.push_back(std::make_pair(Target, spell));
spellUsed = true;
break;
}
}
if (!spellUsed)
delete spell;
}
}
//found units to cast on to
if(!m_targetSpellStore.empty())
{
uint32 index = urand(0, m_targetSpellStore.size() - 1);
Spell* spell = m_targetSpellStore[index].second;
Unit* target = m_targetSpellStore[index].first;
m_targetSpellStore.erase(m_targetSpellStore.begin() + index);
SpellCastTargets targets;
targets.setUnitTarget( target );
if( !m_creature->HasInArc(M_PI, target) )
{
m_creature->SetInFront(target);
if( target->GetTypeId() == TYPEID_PLAYER )
m_creature->SendUpdateToPlayer( (Player*)target );
if(owner && owner->GetTypeId() == TYPEID_PLAYER)
m_creature->SendUpdateToPlayer( (Player*)owner );
}
m_creature->AddCreatureSpellCooldown(spell->m_spellInfo->Id);
spell->prepare(&targets);
}
while (!m_targetSpellStore.empty())
{
delete m_targetSpellStore.begin()->second;
m_targetSpellStore.erase(m_targetSpellStore.begin());
}
}
}
void PetAI::UpdateAllies()
{
Unit* owner = m_creature->GetCharmerOrOwner();
Group *pGroup = NULL;
m_updateAlliesTimer = 10*IN_MILISECONDS; //update friendly targets every 10 seconds, lesser checks increase performance
if(!owner)
return;
else if(owner->GetTypeId() == TYPEID_PLAYER)
pGroup = ((Player*)owner)->GetGroup();
//only pet and owner/not in group->ok
if(m_AllySet.size() == 2 && !pGroup)
return;
//owner is in group; group members filled in already (no raid -> subgroupcount = whole count)
if(pGroup && !pGroup->isRaidGroup() && m_AllySet.size() == (pGroup->GetMembersCount() + 2))
return;
m_AllySet.clear();
m_AllySet.insert(m_creature->GetGUID());
if(pGroup) //add group
{
for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
{
Player* Target = itr->getSource();
if(!Target || !pGroup->SameSubGroup((Player*)owner, Target))
continue;
if(Target->GetGUID() == owner->GetGUID())
continue;
m_AllySet.insert(Target->GetGUID());
}
}
else //remove group
m_AllySet.insert(owner->GetGUID());
}