/*
* 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 not 0: maximum 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 (m_playerOnly && (!pTarget || pTarget->GetTypeId() != TYPEID_PLAYER))
return false;
if (m_dist && (!me || !pTarget || !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());
}