/* * 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 "UnitAI.h" #include "Player.h" #include "Creature.h" #include "SpellAuras.h" #include "SpellAuraEffects.h" #include "SpellMgr.h" #include "CreatureAIImpl.h" void UnitAI::AttackStart(Unit *victim) { if(victim && me->Attack(victim, true)) me->GetMotionMaster()->MoveChase(victim); } void UnitAI::AttackStartCaster(Unit *victim, float dist) { if(victim && me->Attack(victim, false)) me->GetMotionMaster()->MoveChase(victim, dist); } void UnitAI::DoMeleeAttackIfReady() { if(me->hasUnitState(UNIT_STAT_CASTING)) return; //Make sure our attack is ready and we aren't currently casting before checking distance if (me->isAttackReady()) { //If we are within range melee the target if (me->IsWithinMeleeRange(me->getVictim())) { me->AttackerStateUpdate(me->getVictim()); me->resetAttackTimer(); } } if (me->haveOffhandWeapon() && me->isAttackReady(OFF_ATTACK)) { //If we are within range melee the target if (me->IsWithinMeleeRange(me->getVictim())) { me->AttackerStateUpdate(me->getVictim(), OFF_ATTACK); me->resetAttackTimer(OFF_ATTACK); } } } bool UnitAI::DoSpellAttackIfReady(uint32 spell) { if(me->hasUnitState(UNIT_STAT_CASTING)) return true; if(me->isAttackReady()) { if(me->IsWithinCombatRange(me->getVictim(), GetSpellMaxRange(spell, false))) { me->CastSpell(me->getVictim(), spell, false); me->resetAttackTimer(); } else return false; } return true; } inline bool SelectTargetHelper(const Unit * me, const Unit * target, const bool &playerOnly, const float &dist, const int32 &aura) { if(playerOnly && (!target || target->GetTypeId() != TYPEID_PLAYER)) return false; if(dist && (!me || !target || !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->GetExactDistSq(_Left) < me->GetExactDistSq(_Right)); } }; Unit* UnitAI::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(me)); 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 we use "random, 1", usually we want random except current victim advance(i, rand()%m_threatlist.size()); if(position && (*i)->getTarget() == me->getVictim()) { m_threatlist.erase(i); continue; } } } if(SelectTargetHelper(me, (*i)->getTarget(), playerOnly, dist, aura)) return (*i)->getTarget(); else m_threatlist.erase(i); } } return NULL; } void UnitAI::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 = me->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); } } } float UnitAI::DoGetSpellMaxRange(uint32 spellId, bool positive) { return GetSpellMaxRange(spellId, positive); } void UnitAI::DoAddAuraToAllHostilePlayers(uint32 spellid) { if (me->isInCombat()) { std::list& threatlist = me->getThreatManager().getThreatList(); for (std::list::iterator itr = threatlist.begin(); itr != threatlist.end(); ++itr) { if (Unit *pTemp = Unit::GetUnit(*me,(*itr)->getUnitGuid())) if (pTemp->GetTypeId() == TYPEID_PLAYER) me->AddAura(spellid, pTemp); } }else return; } void UnitAI::DoCastToAllHostilePlayers(uint32 spellid, bool triggered) { if (me->isInCombat()) { std::list& threatlist = me->getThreatManager().getThreatList(); for (std::list::iterator itr = threatlist.begin(); itr != threatlist.end(); ++itr) { if (Unit *pTemp = Unit::GetUnit(*me,(*itr)->getUnitGuid())) if (pTemp->GetTypeId() == TYPEID_PLAYER) me->CastSpell(pTemp, spellid, triggered); } }else return; } void UnitAI::DoCast(uint32 spellId) { Unit *target = NULL; //sLog.outError("aggre %u %u", spellId, (uint32)AISpellInfo[spellId].target); switch(AISpellInfo[spellId].target) { default: case AITARGET_SELF: target = me; break; case AITARGET_VICTIM: target = me->getVictim(); break; case AITARGET_ENEMY: { const SpellEntry * spellInfo = GetSpellStore()->LookupEntry(spellId); bool playerOnly = spellInfo->AttributesEx3 & SPELL_ATTR_EX3_PLAYERS_ONLY; float range = GetSpellMaxRange(spellInfo, false); target = SelectTarget(SELECT_TARGET_RANDOM, 0, GetSpellMaxRange(spellInfo, false), playerOnly); break; } case AITARGET_ALLY: target = me; break; case AITARGET_BUFF: target = me; break; case AITARGET_DEBUFF: { const SpellEntry * spellInfo = GetSpellStore()->LookupEntry(spellId); bool playerOnly = spellInfo->AttributesEx3 & SPELL_ATTR_EX3_PLAYERS_ONLY; float range = GetSpellMaxRange(spellInfo, false); if(!(spellInfo->Attributes & SPELL_ATTR_BREAKABLE_BY_DAMAGE) && !(spellInfo->AuraInterruptFlags & AURA_INTERRUPT_FLAG_NOT_VICTIM) && SelectTargetHelper(me, me->getVictim(), playerOnly, range, -(int32)spellId)) target = me->getVictim(); else target = SelectTarget(SELECT_TARGET_RANDOM, 0, range, playerOnly, -(int32)spellId); break; } } if(target) me->CastSpell(target, spellId, false); } #define UPDATE_TARGET(a) {if(AIInfo->targettarget=a;} void UnitAI::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; if(!GetSpellMaxRange(spellInfo, false)) UPDATE_TARGET(AITARGET_SELF) else { for (uint32 j = 0; j < 3; ++j) { uint32 targetType = spellInfo->EffectImplicitTargetA[j]; if(targetType == TARGET_UNIT_TARGET_ENEMY || targetType == TARGET_DST_TARGET_ENEMY) UPDATE_TARGET(AITARGET_VICTIM) else if(targetType == TARGET_UNIT_AREA_ENEMY_DST) UPDATE_TARGET(AITARGET_ENEMY) if(spellInfo->Effect[j] == SPELL_EFFECT_APPLY_AURA) { if(targetType == TARGET_UNIT_TARGET_ENEMY) UPDATE_TARGET(AITARGET_DEBUFF) else if(IsPositiveSpell(i)) UPDATE_TARGET(AITARGET_BUFF) } } } AIInfo->realCooldown = spellInfo->RecoveryTime + spellInfo->StartRecoveryTime; SpellRangeEntry const* srange = sSpellRangeStore.LookupEntry(spellInfo->rangeIndex); if (srange) AIInfo->maxRange = srange->maxRangeHostile * 3 / 4; } } //Enable PlayerAI when charmed void PlayerAI::OnCharmed(bool apply) { me->IsAIEnabled = apply; } void SimpleCharmedAI::UpdateAI(const uint32 /*diff*/) { Creature *charmer = (Creature*)me->GetCharmer(); //kill self if charm aura has infinite duration if(charmer->IsInEvadeMode()) { Unit::AuraEffectList const& auras = me->GetAuraEffectsByType(SPELL_AURA_MOD_CHARM); for (Unit::AuraEffectList::const_iterator iter = auras.begin(); iter != auras.end(); ++iter) if((*iter)->GetCasterGUID() == charmer->GetGUID() && (*iter)->GetBase()->IsPermanent()) { charmer->Kill(me); return; } } if(!charmer->isInCombat()) me->GetMotionMaster()->MoveFollow(charmer, PET_FOLLOW_DIST, me->GetFollowAngle()); Unit *target = me->getVictim(); if(!target || !charmer->canAttack(target)) AttackStart(charmer->SelectNearestTarget()); }