/*
* 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 "CombatAI.h"
#include "SpellMgr.h"
#include "Vehicle.h"
int AggressorAI::Permissible(const Creature *creature)
{
// have some hostile factions, it will be selected by IsHostileTo check at MoveInLineOfSight
if (!creature->isCivilian() && !creature->IsNeutralToAll())
return PERMIT_BASE_PROACTIVE;
return PERMIT_BASE_NO;
}
void AggressorAI::UpdateAI(const uint32 /*diff*/)
{
if (!UpdateVictim())
return;
DoMeleeAttackIfReady();
}
// some day we will delete these useless things
int CombatAI::Permissible(const Creature * /*creature*/)
{
return PERMIT_BASE_NO;
}
int ArchorAI::Permissible(const Creature * /*creature*/)
{
return PERMIT_BASE_NO;
}
int TurretAI::Permissible(const Creature * /*creature*/)
{
return PERMIT_BASE_NO;
}
int AOEAI::Permissible(const Creature * /*creature*/)
{
return PERMIT_BASE_NO;
}
int VehicleAI::Permissible(const Creature * /*creature*/)
{
return PERMIT_BASE_NO;
}
void CombatAI::InitializeAI()
{
for (uint32 i = 0; i < CREATURE_MAX_SPELLS; ++i)
if (me->m_spells[i] && GetSpellStore()->LookupEntry(me->m_spells[i]))
spells.push_back(me->m_spells[i]);
CreatureAI::InitializeAI();
}
void CombatAI::Reset()
{
events.Reset();
}
void CombatAI::JustDied(Unit *killer)
{
for (SpellVct::iterator i = spells.begin(); i != spells.end(); ++i)
if (AISpellInfo[*i].condition == AICOND_DIE)
me->CastSpell(killer, *i, true);
}
void CombatAI::EnterCombat(Unit *who)
{
for (SpellVct::iterator i = spells.begin(); i != spells.end(); ++i)
{
if (AISpellInfo[*i].condition == AICOND_AGGRO)
me->CastSpell(who, *i, false);
else if (AISpellInfo[*i].condition == AICOND_COMBAT)
events.ScheduleEvent(*i, AISpellInfo[*i].cooldown + rand()%AISpellInfo[*i].cooldown);
}
}
void CombatAI::UpdateAI(const uint32 diff)
{
if (!UpdateVictim())
return;
events.Update(diff);
if (me->hasUnitState(UNIT_STAT_CASTING))
return;
if (uint32 spellId = events.ExecuteEvent())
{
DoCast(spellId);
events.ScheduleEvent(spellId, AISpellInfo[spellId].cooldown + rand()%AISpellInfo[spellId].cooldown);
}
else
DoMeleeAttackIfReady();
}
/////////////////
//CasterAI
/////////////////
void CasterAI::InitializeAI()
{
CombatAI::InitializeAI();
float m_attackDist = 30.0f;
for (SpellVct::iterator itr = spells.begin(); itr != spells.end(); ++itr)
if (AISpellInfo[*itr].condition == AICOND_COMBAT && m_attackDist > GetAISpellInfo(*itr)->maxRange)
m_attackDist = GetAISpellInfo(*itr)->maxRange;
if (m_attackDist == 30.0f)
m_attackDist = MELEE_RANGE;
}
void CasterAI::EnterCombat(Unit *who)
{
if (spells.empty())
return;
uint32 spell = rand()%spells.size();
uint32 count = 0;
for (SpellVct::iterator itr = spells.begin(); itr != spells.end(); ++itr, ++count)
{
if (AISpellInfo[*itr].condition == AICOND_AGGRO)
me->CastSpell(who, *itr, false);
else if (AISpellInfo[*itr].condition == AICOND_COMBAT)
{
uint32 cooldown = GetAISpellInfo(*itr)->realCooldown;
if (count == spell)
{
DoCast(spells[spell]);
cooldown += me->GetCurrentSpellCastTime(*itr);
}
events.ScheduleEvent(*itr, cooldown);
}
}
}
void CasterAI::UpdateAI(const uint32 diff)
{
if (!UpdateVictim())
return;
events.Update(diff);
if (me->hasUnitState(UNIT_STAT_CASTING))
return;
if (uint32 spellId = events.ExecuteEvent())
{
DoCast(spellId);
uint32 casttime = me->GetCurrentSpellCastTime(spellId);
events.ScheduleEvent(spellId, (casttime ? casttime : 500) + GetAISpellInfo(spellId)->realCooldown);
}
}
//////////////
//ArchorAI
//////////////
ArchorAI::ArchorAI(Creature *c) : CreatureAI(c)
{
if (!me->m_spells[0])
sLog.outError("ArchorAI set for creature (entry = %u) with spell1=0. AI will do nothing", me->GetEntry());
m_minRange = GetSpellMinRange(me->m_spells[0], false);
if (!m_minRange)
m_minRange = MELEE_RANGE;
me->m_CombatDistance = GetSpellMaxRange(me->m_spells[0], false);
me->m_SightDistance = me->m_CombatDistance;
}
void ArchorAI::AttackStart(Unit *who)
{
if (!who)
return;
if (me->IsWithinCombatRange(who, m_minRange))
{
if (me->Attack(who, true) && !who->IsFlying())
me->GetMotionMaster()->MoveChase(who);
}
else
{
if (me->Attack(who, false) && !who->IsFlying())
me->GetMotionMaster()->MoveChase(who, me->m_CombatDistance);
}
if (who->IsFlying())
me->GetMotionMaster()->MoveIdle();
}
void ArchorAI::UpdateAI(const uint32 /*diff*/)
{
if (!UpdateVictim())
return;
if (!me->IsWithinCombatRange(me->getVictim(), m_minRange))
DoSpellAttackIfReady(me->m_spells[0]);
else
DoMeleeAttackIfReady();
}
//////////////
//TurretAI
//////////////
TurretAI::TurretAI(Creature *c) : CreatureAI(c)
{
if (!me->m_spells[0])
sLog.outError("TurretAI set for creature (entry = %u) with spell1=0. AI will do nothing", me->GetEntry());
m_minRange = GetSpellMinRange(me->m_spells[0], false);
me->m_CombatDistance = GetSpellMaxRange(me->m_spells[0], false);
me->m_SightDistance = me->m_CombatDistance;
}
bool TurretAI::CanAIAttack(const Unit * /*who*/) const
{
// TODO: use one function to replace it
if (!me->IsWithinCombatRange(me->getVictim(), me->m_CombatDistance)
|| m_minRange && me->IsWithinCombatRange(me->getVictim(), m_minRange))
return false;
return true;
}
void TurretAI::AttackStart(Unit *who)
{
if (who)
me->Attack(who, false);
}
void TurretAI::UpdateAI(const uint32 /*diff*/)
{
if (!UpdateVictim())
return;
DoSpellAttackIfReady(me->m_spells[0]);
}
//////////////
//AOEAI
//////////////
AOEAI::AOEAI(Creature *c) : CreatureAI(c)
{
if (!me->m_spells[0])
sLog.outError("AOEAI set for creature (entry = %u) with spell1=0. AI will do nothing", me->GetEntry());
me->SetVisibility(VISIBILITY_ON);//visible to see all spell anims
me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);//can't be targeted
me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_ATTACKABLE_1);//can't be damaged
me->SetDisplayId(11686);//invisible model,around a size of a player
}
bool AOEAI::CanAIAttack(const Unit * /*who*/) const
{
return false;
}
void AOEAI::AttackStart(Unit * /*who*/)
{
}
void AOEAI::UpdateAI(const uint32 /*diff*/)
{
if (!me->HasAura(me->m_spells[0]))
me->CastSpell(me, me->m_spells[0],false);
}
//////////////
//VehicleAI
//////////////
VehicleAI::VehicleAI(Creature *c) : CreatureAI(c), m_vehicle(c->GetVehicleKit()), m_IsVehicleInUse(false), m_ConditionsTimer(VEHICLE_CONDITION_CHECK_TIME)
{
LoadConditions();
m_DoDismiss = false;
m_DismissTimer = VEHICLE_DISMISS_TIME;
}
//NOTE: VehicleAI::UpdateAI runs even while the vehicle is mounted
void VehicleAI::UpdateAI(const uint32 diff)
{
CheckConditions(diff);
if (m_DoDismiss)
{
if (m_DismissTimer < diff)
{
m_DoDismiss = false;
me->SetVisibility(VISIBILITY_OFF);
me->ForcedDespawn();
}else m_DismissTimer -= diff;
}
}
void VehicleAI::Reset()
{
me->SetVisibility(VISIBILITY_ON);
m_vehicle->Reset();
}
void VehicleAI::OnCharmed(bool apply)
{
if (m_IsVehicleInUse && !apply && !conditions.empty())//was used and has conditions
{
m_DoDismiss = true;//needs reset
me->RemoveFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_PLAYER_VEHICLE);
me->RemoveFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPELLCLICK);
}
else if (apply)
m_DoDismiss = false;//in use again
m_DismissTimer = VEHICLE_DISMISS_TIME;//reset timer
m_IsVehicleInUse = apply;
}
void VehicleAI::LoadConditions()
{
conditions = sConditionMgr.GetConditionsForNotGroupedEntry(CONDITION_SOURCE_TYPE_CREATURE_TEMPLATE_VEHICLE, me->GetEntry());
if (!conditions.empty())
{
sLog.outDebug("VehicleAI::LoadConditions: loaded %u conditions", uint32(conditions.size()));
}
}
void VehicleAI::CheckConditions(const uint32 diff)
{
if(m_ConditionsTimer < diff)
{
if (!conditions.empty())
{
for (SeatMap::iterator itr = m_vehicle->m_Seats.begin(); itr != m_vehicle->m_Seats.end(); ++itr)
if (Unit *passenger = itr->second.passenger)
{
if (Player* plr = passenger->ToPlayer())
{
if (!sConditionMgr.IsPlayerMeetToConditions(plr, conditions))
{
plr->ExitVehicle();
return;//check other pessanger in next tick
}
}
}
}
m_ConditionsTimer = VEHICLE_CONDITION_CHECK_TIME;
} else m_ConditionsTimer -= diff;
}