/*
* This file is part of the TrinityCore Project. See AUTHORS file for Copyright information
*
* 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, see .
*/
#include "PetAI.h"
#include "AIException.h"
#include "CharmInfo.h"
#include "Creature.h"
#include "Errors.h"
#include "Group.h"
#include "Log.h"
#include "Map.h"
#include "MotionMaster.h"
#include "ObjectAccessor.h"
#include "Pet.h"
#include "Player.h"
#include "Spell.h"
#include "SpellHistory.h"
#include "SpellInfo.h"
#include "SpellMgr.h"
int32 PetAI::Permissible(Creature const* creature)
{
if (creature->HasUnitTypeMask(UNIT_MASK_CONTROLABLE_GUARDIAN))
{
if (reinterpret_cast(creature)->GetOwner()->GetTypeId() == TYPEID_PLAYER)
return PERMIT_BASE_PROACTIVE;
return PERMIT_BASE_REACTIVE;
}
return PERMIT_BASE_NO;
}
PetAI::PetAI(Creature* creature, uint32 scriptId) : CreatureAI(creature, scriptId), _tracker(TIME_INTERVAL_LOOK)
{
if (!me->GetCharmInfo())
throw InvalidAIException("Creature doesn't have a valid charm info");
UpdateAllies();
}
void PetAI::UpdateAI(uint32 diff)
{
if (!me->IsAlive() || !me->GetCharmInfo())
return;
Unit* owner = me->GetCharmerOrOwner();
if (_updateAlliesTimer <= diff)
// UpdateAllies self set update timer
UpdateAllies();
else
_updateAlliesTimer -= diff;
if (me->GetVictim() && me->EnsureVictim()->IsAlive())
{
// is only necessary to stop casting, the pet must not exit combat
if (!me->GetCurrentSpell(CURRENT_CHANNELED_SPELL) && // ignore channeled spells (Pin, Seduction)
me->EnsureVictim()->HasBreakableByDamageCrowdControlAura(me))
{
me->InterruptNonMeleeSpells(false);
return;
}
if (NeedToStop())
{
TC_LOG_TRACE("scripts.ai.petai", "PetAI::UpdateAI: AI stopped attacking {}", me->GetGUID().ToString());
StopAttack();
return;
}
}
else
{
if (me->HasReactState(REACT_AGGRESSIVE) || me->GetCharmInfo()->IsAtStay())
{
// Every update we need to check targets only in certain cases
// Aggressive - Allow auto select if owner or pet don't have a target
// Stay - Only pick from pet or owner targets / attackers so targets won't run by
// while chasing our owner. Don't do auto select.
// All other cases (ie: defensive) - Targets are assigned by DamageTaken(), OwnerAttackedBy(), OwnerAttacked(), etc.
Unit* nextTarget = SelectNextTarget(me->HasReactState(REACT_AGGRESSIVE));
if (nextTarget)
AttackStart(nextTarget);
else
HandleReturnMovement();
}
else
HandleReturnMovement();
}
// Autocast (cast only in combat or persistent spells in any state)
if (!me->HasUnitState(UNIT_STATE_CASTING))
{
TargetSpellList targetSpellStore;
for (uint8 i = 0; i < me->GetPetAutoSpellSize(); ++i)
{
uint32 spellID = me->GetPetAutoSpellOnPos(i);
if (!spellID)
continue;
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellID, me->GetMap()->GetDifficultyID());
if (!spellInfo)
continue;
if (me->GetSpellHistory()->HasGlobalCooldown(spellInfo))
continue;
// check spell cooldown
if (!me->GetSpellHistory()->IsReady(spellInfo))
continue;
if (spellInfo->IsPositive())
{
if (spellInfo->CanBeUsedInCombat(me))
{
// Check if we're in combat or commanded to attack
if (!me->IsInCombat() && !me->GetCharmInfo()->IsCommandAttack())
continue;
}
Spell* spell = new Spell(me, spellInfo, TRIGGERED_NONE);
bool spellUsed = false;
// Some spells can target enemy or friendly (DK Ghoul's Leap)
// Check for enemy first (pet then owner)
Unit* target = me->getAttackerForHelper();
if (!target && owner)
target = owner->getAttackerForHelper();
if (target)
{
if (CanAttack(target) && spell->CanAutoCast(target))
{
targetSpellStore.push_back(std::make_pair(target, spell));
spellUsed = true;
}
}
if (spellInfo->HasEffect(SPELL_EFFECT_JUMP_DEST))
{
if (!spellUsed)
delete spell;
continue; // Pets must only jump to target
}
// No enemy, check friendly
if (!spellUsed)
{
for (ObjectGuid target : _allySet)
{
Unit* ally = ObjectAccessor::GetUnit(*me, target);
//only buff targets that are in combat, unless the spell can only be cast while out of combat
if (!ally)
continue;
if (spell->CanAutoCast(ally))
{
targetSpellStore.push_back(std::make_pair(ally, spell));
spellUsed = true;
break;
}
}
}
// No valid targets at all
if (!spellUsed)
delete spell;
}
else if (me->GetVictim() && CanAttack(me->GetVictim()) && spellInfo->CanBeUsedInCombat(me))
{
Spell* spell = new Spell(me, spellInfo, TRIGGERED_NONE);
if (spell->CanAutoCast(me->GetVictim()))
targetSpellStore.push_back(std::make_pair(me->GetVictim(), spell));
else
delete spell;
}
}
// found units to cast on to
if (!targetSpellStore.empty())
{
TargetSpellList::iterator it = targetSpellStore.begin();
std::advance(it, urand(0, targetSpellStore.size() - 1));
Spell* spell = (*it).second;
Unit* target = (*it).first;
targetSpellStore.erase(it);
SpellCastTargets targets;
targets.SetUnitTarget(target);
spell->prepare(targets);
}
// deleted cached Spell objects
for (std::pair const& unitspellpair : targetSpellStore)
delete unitspellpair.second;
}
// Update speed as needed to prevent dropping too far behind and despawning
me->UpdateSpeed(MOVE_RUN);
me->UpdateSpeed(MOVE_WALK);
me->UpdateSpeed(MOVE_FLIGHT);
}
void PetAI::KilledUnit(Unit* victim)
{
// Called from Unit::Kill() in case where pet or owner kills something
// if owner killed this victim, pet may still be attacking something else
if (me->GetVictim() && me->GetVictim() != victim)
return;
// Clear target just in case. May help problem where health / focus / mana
// regen gets stuck. Also resets attack command.
// Can't use StopAttack() because that activates movement handlers and ignores
// next target selection
me->AttackStop();
me->InterruptNonMeleeSpells(false);
// Before returning to owner, see if there are more things to attack
if (Unit* nextTarget = SelectNextTarget(false))
AttackStart(nextTarget);
else
HandleReturnMovement(); // Return
}
void PetAI::AttackStart(Unit* target)
{
// Overrides Unit::AttackStart to prevent pet from switching off its assigned target
if (!target || target == me)
return;
if (me->GetVictim() && me->EnsureVictim()->IsAlive())
return;
_AttackStart(target);
}
void PetAI::_AttackStart(Unit* target)
{
// Check all pet states to decide if we can attack this target
if (!CanAttack(target))
return;
// Only chase if not commanded to stay or if stay but commanded to attack
DoAttack(target, (!me->GetCharmInfo()->HasCommandState(COMMAND_STAY) || me->GetCharmInfo()->IsCommandAttack()));
}
void PetAI::OwnerAttackedBy(Unit* attacker)
{
// Called when owner takes damage. This function helps keep pets from running off
// simply due to owner gaining aggro.
if (!attacker || !me->IsAlive())
return;
// Passive pets don't do anything
if (me->HasReactState(REACT_PASSIVE))
return;
// Prevent pet from disengaging from current target
if (me->GetVictim() && me->EnsureVictim()->IsAlive())
return;
// Continue to evaluate and attack if necessary
AttackStart(attacker);
}
void PetAI::OwnerAttacked(Unit* target)
{
// Called when owner attacks something. Allows defensive pets to know
// that they need to assist
// Target might be NULL if called from spell with invalid cast targets
if (!target || !me->IsAlive())
return;
// Passive pets don't do anything
if (me->HasReactState(REACT_PASSIVE))
return;
// Prevent pet from disengaging from current target
if (me->GetVictim() && me->EnsureVictim()->IsAlive())
return;
// Continue to evaluate and attack if necessary
AttackStart(target);
}
Unit* PetAI::SelectNextTarget(bool allowAutoSelect) const
{
// Provides next target selection after current target death.
// This function should only be called internally by the AI
// Targets are not evaluated here for being valid targets, that is done in _CanAttack()
// The parameter: allowAutoSelect lets us disable aggressive pet auto targeting for certain situations
// Passive pets don't do next target selection
if (me->HasReactState(REACT_PASSIVE))
return nullptr;
// Check pet attackers first so we don't drag a bunch of targets to the owner
if (Unit* myAttacker = me->getAttackerForHelper())
if (!myAttacker->HasBreakableByDamageCrowdControlAura())
return myAttacker;
// Not sure why we wouldn't have an owner but just in case...
if (!me->GetCharmerOrOwner())
return nullptr;
// Check owner attackers
if (Unit* ownerAttacker = me->GetCharmerOrOwner()->getAttackerForHelper())
if (!ownerAttacker->HasBreakableByDamageCrowdControlAura())
return ownerAttacker;
// Check owner victim
// 3.0.2 - Pets now start attacking their owners victim in defensive mode as soon as the hunter does
if (Unit* ownerVictim = me->GetCharmerOrOwner()->GetVictim())
return ownerVictim;
// Neither pet or owner had a target and aggressive pets can pick any target
// To prevent aggressive pets from chain selecting targets and running off, we
// only select a random target if certain conditions are met.
if (me->HasReactState(REACT_AGGRESSIVE) && allowAutoSelect)
{
if (!me->GetCharmInfo()->IsReturning() || me->GetCharmInfo()->IsFollowing() || me->GetCharmInfo()->IsAtStay())
if (Unit* nearTarget = me->SelectNearestHostileUnitInAggroRange(true, true))
return nearTarget;
}
// Default - no valid targets
return nullptr;
}
void PetAI::HandleReturnMovement()
{
// Handles moving the pet back to stay or owner
// Prevent activating movement when under control of spells
// such as "Eyes of the Beast"
if (me->IsCharmed())
return;
if (!me->GetCharmInfo())
{
TC_LOG_WARN("scripts.ai.petai", "me->GetCharmInfo() is NULL in PetAI::HandleReturnMovement(). Debug info: {}", GetDebugInfo());
return;
}
if (me->GetCharmInfo()->HasCommandState(COMMAND_STAY))
{
if (!me->GetCharmInfo()->IsAtStay() && !me->GetCharmInfo()->IsReturning())
{
// Return to previous position where stay was clicked
float x, y, z;
me->GetCharmInfo()->GetStayPosition(x, y, z);
ClearCharmInfoFlags();
me->GetCharmInfo()->SetIsReturning(true);
if (me->HasUnitState(UNIT_STATE_CHASE))
me->GetMotionMaster()->Remove(CHASE_MOTION_TYPE);
me->GetMotionMaster()->MovePoint(me->GetGUID().GetCounter(), x, y, z);
}
}
else // COMMAND_FOLLOW
{
if (!me->GetCharmInfo()->IsFollowing() && !me->GetCharmInfo()->IsReturning())
{
ClearCharmInfoFlags();
me->GetCharmInfo()->SetIsReturning(true);
if (me->HasUnitState(UNIT_STATE_CHASE))
me->GetMotionMaster()->Remove(CHASE_MOTION_TYPE);
me->GetMotionMaster()->MoveFollow(me->GetCharmerOrOwner(), PET_FOLLOW_DIST, me->GetFollowAngle());
}
}
me->RemoveUnitFlag(UNIT_FLAG_PET_IN_COMBAT); // on player pets, this flag indicates that we're actively going after a target - we're returning, so remove it
}
void PetAI::DoAttack(Unit* target, bool chase)
{
// Handles attack with or without chase and also resets flags
// for next update / creature kill
if (me->Attack(target, true))
{
me->SetUnitFlag(UNIT_FLAG_PET_IN_COMBAT); // on player pets, this flag indicates we're actively going after a target - that's what we're doing, so set it
// Play sound to let the player know the pet is attacking something it picked on its own
if (me->HasReactState(REACT_AGGRESSIVE) && !me->GetCharmInfo()->IsCommandAttack())
me->SendPetAIReaction(me->GetGUID());
if (chase)
{
bool oldCmdAttack = me->GetCharmInfo()->IsCommandAttack(); // This needs to be reset after other flags are cleared
ClearCharmInfoFlags();
me->GetCharmInfo()->SetIsCommandAttack(oldCmdAttack); // For passive pets commanded to attack so they will use spells
if (me->HasUnitState(UNIT_STATE_FOLLOW))
me->GetMotionMaster()->Remove(FOLLOW_MOTION_TYPE);
// Pets with ranged attacks should not care about the chase angle at all.
float chaseDistance = me->GetPetChaseDistance();
float angle = chaseDistance == 0.f ? float(M_PI) : 0.f;
float tolerance = chaseDistance == 0.f ? float(M_PI_4) : float(M_PI * 2);
me->GetMotionMaster()->MoveChase(target, ChaseRange(0.f, chaseDistance), ChaseAngle(angle, tolerance));
}
else // (Stay && ((Aggressive || Defensive) && In Melee Range)))
{
ClearCharmInfoFlags();
me->GetCharmInfo()->SetIsAtStay(true);
if (me->HasUnitState(UNIT_STATE_FOLLOW))
me->GetMotionMaster()->Remove(FOLLOW_MOTION_TYPE);
me->GetMotionMaster()->MoveIdle();
}
}
}
void PetAI::MovementInform(uint32 type, uint32 id)
{
// Receives notification when pet reaches stay or follow owner
switch (type)
{
case POINT_MOTION_TYPE:
{
// Pet is returning to where stay was clicked. data should be
// pet's GUIDLow since we set that as the waypoint ID
if (id == me->GetGUID().GetCounter() && me->GetCharmInfo()->IsReturning())
{
ClearCharmInfoFlags();
me->GetCharmInfo()->SetIsAtStay(true);
me->GetMotionMaster()->MoveIdle();
}
break;
}
case FOLLOW_MOTION_TYPE:
{
// If data is owner's GUIDLow then we've reached follow point,
// otherwise we're probably chasing a creature
if (me->GetCharmerOrOwner() && me->GetCharmInfo() && id == me->GetCharmerOrOwner()->GetGUID().GetCounter() && me->GetCharmInfo()->IsReturning())
{
ClearCharmInfoFlags();
me->GetCharmInfo()->SetIsFollowing(true);
}
break;
}
default:
break;
}
}
bool PetAI::CanAttack(Unit* target)
{
// Evaluates wether a pet can attack a specific target based on CommandState, ReactState and other flags
// IMPORTANT: The order in which things are checked is important, be careful if you add or remove checks
// Hmmm...
if (!target)
return false;
if (!target->IsAlive())
{
// if target is invalid, pet should evade automaticly
// Clear target to prevent getting stuck on dead targets
//me->AttackStop();
//me->InterruptNonMeleeSpells(false);
return false;
}
if (!me->GetCharmInfo())
{
TC_LOG_WARN("scripts.ai.petai", "me->GetCharmInfo() is NULL in PetAI::CanAttack(). Debug info: {}", GetDebugInfo());
return false;
}
// Passive - passive pets can attack if told to
if (me->HasReactState(REACT_PASSIVE))
return me->GetCharmInfo()->IsCommandAttack();
// CC - mobs under crowd control can be attacked if owner commanded
if (target->HasBreakableByDamageCrowdControlAura())
return me->GetCharmInfo()->IsCommandAttack();
// Returning - pets ignore attacks only if owner clicked follow
if (me->GetCharmInfo()->IsReturning())
return !me->GetCharmInfo()->IsCommandFollow();
// Stay - can attack if target is within range or commanded to
if (me->GetCharmInfo()->HasCommandState(COMMAND_STAY))
return (me->IsWithinMeleeRange(target) || me->GetCharmInfo()->IsCommandAttack());
// Pets attacking something (or chasing) should only switch targets if owner tells them to
if (me->GetVictim() && me->GetVictim() != target)
{
// Check if our owner selected this target and clicked "attack"
Unit* ownerTarget = nullptr;
if (Player* owner = me->GetCharmerOrOwner()->ToPlayer())
ownerTarget = owner->GetSelectedUnit();
else
ownerTarget = me->GetCharmerOrOwner()->GetVictim();
if (ownerTarget && me->GetCharmInfo()->IsCommandAttack())
return (target->GetGUID() == ownerTarget->GetGUID());
}
// Follow
if (me->GetCharmInfo()->HasCommandState(COMMAND_FOLLOW))
return !me->GetCharmInfo()->IsReturning();
// default, though we shouldn't ever get here
return false;
}
void PetAI::ReceiveEmote(Player* player, uint32 emote)
{
if (me->GetOwnerGUID() != player->GetGUID())
return;
switch (emote)
{
case TEXT_EMOTE_COWER:
if (me->IsPet() && me->ToPet()->IsPetGhoul())
me->HandleEmoteCommand(/*EMOTE_ONESHOT_ROAR*/EMOTE_ONESHOT_OMNICAST_GHOUL);
break;
case TEXT_EMOTE_ANGRY:
if (me->IsPet() && me->ToPet()->IsPetGhoul())
me->HandleEmoteCommand(/*EMOTE_ONESHOT_COWER*/EMOTE_STATE_STUN);
break;
case TEXT_EMOTE_GLARE:
if (me->IsPet() && me->ToPet()->IsPetGhoul())
me->HandleEmoteCommand(EMOTE_STATE_STUN);
break;
case TEXT_EMOTE_SOOTHE:
if (me->IsPet() && me->ToPet()->IsPetGhoul())
me->HandleEmoteCommand(EMOTE_ONESHOT_OMNICAST_GHOUL);
break;
}
}
bool PetAI::NeedToStop()
{
// This is needed for charmed creatures, as once their target was reset other effects can trigger threat
if (me->IsCharmed() && me->GetVictim() == me->GetCharmer())
return true;
// dont allow pets to follow targets far away from owner
if (Unit* owner = me->GetCharmerOrOwner())
if (owner->GetExactDist(me) >= (owner->GetVisibilityRange() - 10.0f))
return true;
return !me->IsValidAttackTarget(me->GetVictim());
}
void PetAI::StopAttack()
{
if (!me->IsAlive())
{
me->GetMotionMaster()->Clear();
me->GetMotionMaster()->MoveIdle();
me->CombatStop();
return;
}
me->AttackStop();
me->InterruptNonMeleeSpells(false);
me->GetCharmInfo()->SetIsCommandAttack(false);
ClearCharmInfoFlags();
HandleReturnMovement();
}
void PetAI::UpdateAllies()
{
_updateAlliesTimer = 10 * IN_MILLISECONDS; // update friendly targets every 10 seconds, lesser checks increase performance
Unit* owner = me->GetCharmerOrOwner();
if (!owner)
return;
Group* group = nullptr;
if (Player* player = owner->ToPlayer())
group = player->GetGroup();
// only pet and owner/not in group->ok
if (_allySet.size() == 2 && !group)
return;
// owner is in group; group members filled in already (no raid -> subgroupcount = whole count)
if (group && !group->isRaidGroup() && _allySet.size() == (group->GetMembersCount() + 2))
return;
_allySet.clear();
_allySet.insert(me->GetGUID());
if (group) // add group
{
for (GroupReference const& itr : group->GetMembers())
{
Player* Target = itr.GetSource();
if (!Target->IsInMap(owner) || !group->SameSubGroup(owner->ToPlayer(), Target))
continue;
if (Target->GetGUID() == owner->GetGUID())
continue;
_allySet.insert(Target->GetGUID());
}
}
else // remove group
_allySet.insert(owner->GetGUID());
}
void PetAI::OnCharmed(bool isNew)
{
if (!me->isPossessedByPlayer() && me->IsCharmed())
me->GetMotionMaster()->MoveFollow(me->GetCharmer(), PET_FOLLOW_DIST, me->GetFollowAngle());
CreatureAI::OnCharmed(isNew);
}
void PetAI::ClearCharmInfoFlags()
{
CharmInfo* ci = me->GetCharmInfo();
if (ci)
{
ci->SetIsAtStay(false);
ci->SetIsCommandAttack(false);
ci->SetIsCommandFollow(false);
ci->SetIsFollowing(false);
ci->SetIsReturning(false);
}
}