/* * Copyright (C) 2005-2009 MaNGOS * * Copyright (C) 2008-2010 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; } // default predicate function to select target based on distance, player and/or aura criteria struct DefaultTargetSelector : public std::unary_function { const Unit *me; float m_dist; bool m_playerOnly; int32 m_aura; // pUnit: the reference unit // dist: if 0: ignored, if > 0: maximum distance to the reference unit, if < 0: minimum distance to the reference unit // playerOnly: self explaining // aura: if 0: ignored, if > 0: the target shall have the aura, if < 0, the target shall NOT have the aura DefaultTargetSelector(const Unit *pUnit, float dist, bool playerOnly, int32 aura) : me(pUnit), m_dist(dist), m_playerOnly(playerOnly), m_aura(aura) {} bool operator() (const Unit *pTarget) { if (!me) return false; if (!pTarget) return false; if (m_playerOnly && (pTarget->GetTypeId() != TYPEID_PLAYER)) return false; if (m_dist > 0.0f && !me->IsWithinCombatRange(pTarget, m_dist)) return false; if (m_dist < 0.0f && me->IsWithinCombatRange(pTarget, -m_dist)) return false; if (m_aura) { if (m_aura > 0) { if (!pTarget->HasAura(m_aura)) return false; } else { if (pTarget->HasAura(m_aura)) return false; } } return true; } }; Unit* UnitAI::SelectTarget(SelectAggroTarget targetType, uint32 position, float dist, bool playerOnly, int32 aura) { return SelectTarget(targetType, position, DefaultTargetSelector(me, dist, playerOnly, aura)); } void UnitAI::SelectTargetList(std::list &targetList, uint32 num, SelectAggroTarget targetType, float dist, bool playerOnly, int32 aura) { const std::list &threatlist = me->getThreatManager().getThreatList(); if (threatlist.empty()) return; DefaultTargetSelector targetSelector(me, dist,playerOnly, aura); for (std::list::const_iterator itr = threatlist.begin(); itr != threatlist.end(); ++itr) if (targetSelector((*itr)->getTarget())) targetList.push_back((*itr)->getTarget()); if (targetType == SELECT_TARGET_NEAREST || targetType == SELECT_TARGET_FARTHEST) targetList.sort(TargetDistanceOrder(me)); if (targetType == SELECT_TARGET_FARTHEST || targetType == SELECT_TARGET_BOTTOMAGGRO) targetList.reverse(); if (targetList.size() < num) return; if (targetType == SELECT_TARGET_RANDOM) { while (num < targetList.size()) { std::list::iterator itr = targetList.begin(); advance(itr, urand(0, targetList.size()-1)); targetList.erase(itr); } } else targetList.resize(num); } 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); DefaultTargetSelector targetSelector(me, range, playerOnly, -(int32)spellId); if (!(spellInfo->Attributes & SPELL_ATTR_BREAKABLE_BY_DAMAGE) && !(spellInfo->AuraInterruptFlags & AURA_INTERRUPT_FLAG_NOT_VICTIM) && targetSelector(me->getVictim())) target = me->getVictim(); else target = SelectTarget(SELECT_TARGET_RANDOM, 0, targetSelector); 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 = me->GetCharmer()->ToCreature(); //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()); }