/*
* 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 "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->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->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::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);
}
void UnitAI::DoCast(Unit* victim, uint32 spellId, bool triggered)
{
if(!victim || me->hasUnitState(UNIT_STAT_CASTING) && !triggered)
return;
me->CastSpell(victim, spellId, triggered);
}
void UnitAI::DoCastAOE(uint32 spellId, bool triggered)
{
if(!triggered && me->hasUnitState(UNIT_STAT_CASTING))
return;
me->CastSpell((Unit*)NULL, spellId, triggered);
}
#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->GetAurasByType(SPELL_AURA_MOD_CHARM);
for(Unit::AuraEffectList::const_iterator iter = auras.begin(); iter != auras.end(); ++iter)
if((*iter)->GetCasterGUID() == charmer->GetGUID() && (*iter)->GetParentAura()->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());
}