/*
* 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;
}
m_creature->AttackStop();
me->GetCharmInfo()->SetIsCommandAttack(false);
HandleReturnMovement();
}
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
{
Unit *nextTarget = SelectNextTarget();
if (nextTarget)
AttackStart(nextTarget);
else
HandleReturnMovement();
}
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;
bool inCombat = me->getVictim();
// Autocast (casted only in combat or persistent spells in any state)
if (m_creature->GetGlobalCooldown() == 0 && !m_creature->hasUnitState(UNIT_STAT_CASTING))
{
typedef std::vector > TargetSpellList;
TargetSpellList targetSpellStore;
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)
{
// ignore attacking spells, and allow only self/around spells
if (!IsPositiveSpell(spellInfo->Id))
continue;
// non combat spells allowed
// only pet spells have IsNonCombatSpell and not fit this reqs:
// Consume Shadows, Lesser Invisibility, so ignore checks for its
if (!IsNonCombatSpell(spellInfo))
{
// allow only spell without spell cost or with spell cost but not duration limit
int32 duration = GetSpellDuration(spellInfo);
if ((spellInfo->manaCost || spellInfo->ManaCostPercentage || spellInfo->manaPerSecond) && duration > 0)
continue;
// allow only spell without cooldown > duration
int32 cooldown = GetSpellRecoveryTime(spellInfo);
if (cooldown >= 0 && duration >= 0 && cooldown > duration)
continue;
}
}
else
{
// just ignore non-combat spells
if (IsNonCombatSpell(spellInfo))
continue;
}
Spell *spell = new Spell(m_creature, spellInfo, false, 0);
// Fix to allow pets on STAY to autocast
if (inCombat && _CanAttack(me->getVictim()) && spell->CanAutoCast(me->getVictim()))
{
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))
{
targetSpellStore.push_back(std::make_pair(Target, spell));
spellUsed = true;
break;
}
}
if (!spellUsed)
delete spell;
}
}
//found units to cast on to
if (!targetSpellStore.empty())
{
uint32 index = urand(0, targetSpellStore.size() - 1);
Spell* spell = targetSpellStore[index].second;
Unit* target = targetSpellStore[index].first;
targetSpellStore.erase(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->SendCreateUpdateToPlayer( (Player*)target );
if(owner && owner->GetTypeId() == TYPEID_PLAYER)
m_creature->SendCreateUpdateToPlayer( (Player*)owner );
}
m_creature->AddCreatureSpellCooldown(spell->m_spellInfo->Id);
spell->prepare(&targets);
}
// deleted cached Spell objects
for (TargetSpellList::const_iterator itr = targetSpellStore.begin(); itr != targetSpellStore.end(); ++itr)
delete itr->second;
}
}
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());
}
void PetAI::KilledUnit(Unit *victim)
{
// Called from Unit::Kill() in case where pet or owner kills something
// if owner killed this victim, pet may still be attacking something else
if (me->getVictim() && me->getVictim() != victim)
return;
// Clear target just in case. May help problem where health / focus / mana
// regen gets stuck. Also resets attack command.
// Can't use _stopAttack() because that activates movement handlers and ignores
// next target selection
me->AttackStop();
me->GetCharmInfo()->SetIsCommandAttack(false);
Unit *nextTarget = SelectNextTarget();
if (nextTarget)
AttackStart(nextTarget);
else
HandleReturnMovement(); // Return
}
void PetAI::AttackStart(Unit *target)
{
// Overrides Unit::AttackStart to correctly evaluate Pet states
// Check all pet states to decide if we can attack this target
if (!_CanAttack(target))
return;
// We can attack, should we chase or not?
if (me->GetCharmInfo()->HasCommandState(COMMAND_FOLLOW))
DoAttack(target,true); // FOLLOW, attack with chase
else
{
if (me->GetCharmInfo()->IsCommandAttack())
DoAttack(target,true); // STAY or FOLLOW, player clicked "attack" so attack with chase
else
DoAttack(target,false); // STAY, target in range, attack not clicked so attack without chase
}
}
Unit *PetAI::SelectNextTarget()
{
// Provides next target selection after current target death
// Passive pets don't do next target selection
if (me->HasReactState(REACT_PASSIVE))
return NULL;
// Check pet's attackers first to prevent dragging mobs back
// to owner
if (me->getAttackerForHelper())
return me->getAttackerForHelper();
// Check owner's attackers if pet didn't have any
if (me->GetCharmerOrOwner()->getAttackerForHelper())
return me->GetCharmerOrOwner()->getAttackerForHelper();
// 3.0.2 - Pets now start attacking their owners target in defensive mode as soon as the hunter does
if (me->GetCharmerOrOwner()->getVictim())
return me->GetCharmerOrOwner()->getVictim();
// Default
return NULL;
}
void PetAI::HandleReturnMovement()
{
// Handles moving the pet back to stay or owner
if (me->GetCharmInfo()->HasCommandState(COMMAND_STAY))
{
if (!me->GetCharmInfo()->IsAtStay() && !me->GetCharmInfo()->IsReturning())
{
// Return to previous position where stay was clicked
if (!me->GetCharmInfo()->IsCommandAttack())
{
float x,y,z;
me->GetCharmInfo()->GetStayPosition(x, y, z);
me->GetCharmInfo()->SetIsReturning(true);
me->GetMotionMaster()->Clear();
me->GetMotionMaster()->MovePoint(me->GetGUIDLow(),x,y,z);
}
}
}
else // COMMAND_FOLLOW
{
if (!me->GetCharmInfo()->IsFollowing() && !me->GetCharmInfo()->IsReturning())
{
if (!me->GetCharmInfo()->IsCommandAttack())
{
me->GetCharmInfo()->SetIsReturning(true);
me->GetMotionMaster()->Clear();
me->GetMotionMaster()->MoveFollow(me->GetCharmerOrOwner(), PET_FOLLOW_DIST, me->GetFollowAngle());
}
}
}
}
void PetAI::DoAttack(Unit *target, bool chase)
{
// Handles attack with or without chase and also resets all
// PetAI flags for next update / creature kill
// me->GetCharmInfo()->SetIsCommandAttack(false);
// The following conditions are true if chase == true
// (Follow && (Aggressive || Defensive))
// ((Stay || Follow) && (Passive && player clicked attack))
if (chase)
{
if (me->Attack(target,true))
{
me->GetCharmInfo()->SetIsAtStay(false);
me->GetCharmInfo()->SetIsFollowing(false);
me->GetCharmInfo()->SetIsReturning(false);
me->GetMotionMaster()->Clear();
me->GetMotionMaster()->MoveChase(target);
}
}
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)
{
// Receives notification when pet reaches stay or follow owner
switch (moveType)
{
case POINT_MOTION_TYPE:
{
// Pet is returning to where stay was clicked. data should be
// pet's GUIDLow since we set that as the waypoint ID
if (data == me->GetGUIDLow() && me->GetCharmInfo()->IsReturning())
{
me->GetCharmInfo()->SetIsAtStay(true);
me->GetCharmInfo()->SetIsReturning(false);
me->GetCharmInfo()->SetIsFollowing(false);
me->GetCharmInfo()->SetIsCommandAttack(false);
me->GetMotionMaster()->Clear();
me->GetMotionMaster()->MoveIdle();
}
}
break;
case TARGETED_MOTION_TYPE:
{
// If data is owner's GUIDLow then we've reached follow point,
// 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);
me->GetCharmInfo()->SetIsFollowing(true);
me->GetCharmInfo()->SetIsCommandAttack(false);
me->addUnitState(UNIT_STAT_FOLLOW);
}
}
break;
default:
break;
}
}
bool PetAI::_CanAttack(Unit *target)
{
// Evaluates wether a pet can attack a specific
// target based on CommandState, ReactState and other flags
// Returning - check first since pets returning ignore attacks
if (me->GetCharmInfo()->IsReturning())
return false;
// Passive - check now so we don't have to worry about passive in later checks
if (me->HasReactState(REACT_PASSIVE))
return me->GetCharmInfo()->IsCommandAttack();
// Pets commanded to attack should not stop their approach if attacked by another creature
if (me->getVictim() && (me->getVictim() != target))
return !me->GetCharmInfo()->IsCommandAttack();
// From this point on, pet will always be either aggressive or defensive
// Stay - can attack if target is within range or commanded to
if (me->GetCharmInfo()->HasCommandState(COMMAND_STAY))
return (me->IsWithinMeleeRange(target, MIN_MELEE_REACH) || me->GetCharmInfo()->IsCommandAttack());
// Follow
if (me->GetCharmInfo()->HasCommandState(COMMAND_FOLLOW))
return true;
// default, though we shouldn't ever get here
return false;
}