/* * Copyright (C) 2008-2013 TrinityCore * Copyright (C) 2005-2009 MaNGOS * * 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 "CreatureAI.h" #include "CreatureAIImpl.h" #include "Creature.h" #include "World.h" #include "SpellMgr.h" #include "Vehicle.h" #include "Log.h" #include "MapReference.h" #include "Player.h" #include "CreatureTextMgr.h" //Disable CreatureAI when charmed void CreatureAI::OnCharmed(bool /*apply*/) { //me->IsAIEnabled = !apply;*/ me->NeedChangeAI = true; me->IsAIEnabled = false; } AISpellInfoType* UnitAI::AISpellInfo; AISpellInfoType* GetAISpellInfo(uint32 i) { return &CreatureAI::AISpellInfo[i]; } void CreatureAI::Talk(uint8 id, WorldObject const* whisperTarget /*= NULL*/) { sCreatureTextMgr->SendChat(me, id, whisperTarget); } void CreatureAI::DoZoneInCombat(Creature* creature /*= NULL*/, float maxRangeToNearestTarget /* = 50.0f*/) { if (!creature) creature = me; if (!creature->CanHaveThreatList()) return; Map* map = creature->GetMap(); if (!map->IsDungeon()) //use IsDungeon instead of Instanceable, in case battlegrounds will be instantiated { TC_LOG_ERROR("misc", "DoZoneInCombat call for map that isn't an instance (creature entry = %d)", creature->GetTypeId() == TYPEID_UNIT ? creature->ToCreature()->GetEntry() : 0); return; } if (!creature->HasReactState(REACT_PASSIVE) && !creature->GetVictim()) { if (Unit* nearTarget = creature->SelectNearestTarget(maxRangeToNearestTarget)) creature->AI()->AttackStart(nearTarget); else if (creature->IsSummon()) { if (Unit* summoner = creature->ToTempSummon()->GetSummoner()) { Unit* target = summoner->getAttackerForHelper(); if (!target && summoner->CanHaveThreatList() && !summoner->getThreatManager().isThreatListEmpty()) target = summoner->getThreatManager().getHostilTarget(); if (target && (creature->IsFriendlyTo(summoner) || creature->IsHostileTo(target))) creature->AI()->AttackStart(target); } } } // Intended duplicated check, the code above this should select a victim // If it can't find a suitable attack target then we should error out. if (!creature->HasReactState(REACT_PASSIVE) && !creature->GetVictim()) { TC_LOG_ERROR("misc", "DoZoneInCombat called for creature that has empty threat list (creature entry = %u)", creature->GetEntry()); return; } Map::PlayerList const& playerList = map->GetPlayers(); if (playerList.isEmpty()) return; for (Map::PlayerList::const_iterator itr = playerList.begin(); itr != playerList.end(); ++itr) { if (Player* player = itr->GetSource()) { if (player->IsGameMaster()) continue; if (player->IsAlive()) { creature->SetInCombatWith(player); player->SetInCombatWith(creature); creature->AddThreat(player, 0.0f); } /* Causes certain things to never leave the threat list (Priest Lightwell, etc): for (Unit::ControlList::const_iterator itr = player->m_Controlled.begin(); itr != player->m_Controlled.end(); ++itr) { creature->SetInCombatWith(*itr); (*itr)->SetInCombatWith(creature); creature->AddThreat(*itr, 0.0f); }*/ } } } // scripts does not take care about MoveInLineOfSight loops // MoveInLineOfSight can be called inside another MoveInLineOfSight and cause stack overflow void CreatureAI::MoveInLineOfSight_Safe(Unit* who) { if (m_MoveInLineOfSight_locked == true) return; m_MoveInLineOfSight_locked = true; MoveInLineOfSight(who); m_MoveInLineOfSight_locked = false; } void CreatureAI::MoveInLineOfSight(Unit* who) { if (me->GetVictim()) return; if (me->GetCreatureType() == CREATURE_TYPE_NON_COMBAT_PET) // non-combat pets should just stand there and look good;) return; if (me->CanStartAttack(who, false)) AttackStart(who); //else if (who->GetVictim() && me->IsFriendlyTo(who) // && me->IsWithinDistInMap(who, sWorld->getIntConfig(CONFIG_CREATURE_FAMILY_ASSISTANCE_RADIUS)) // && me->CanStartAttack(who->GetVictim(), true)) /// @todo if we use true, it will not attack it when it arrives // me->GetMotionMaster()->MoveChase(who->GetVictim()); } void CreatureAI::EnterEvadeMode() { if (!_EnterEvadeMode()) return; TC_LOG_DEBUG("entities.unit", "Creature %u enters evade mode.", me->GetEntry()); if (!me->GetVehicle()) // otherwise me will be in evade mode forever { if (Unit* owner = me->GetCharmerOrOwner()) { me->GetMotionMaster()->Clear(false); me->GetMotionMaster()->MoveFollow(owner, PET_FOLLOW_DIST, me->GetFollowAngle(), MOTION_SLOT_ACTIVE); } else { // Required to prevent attacking creatures that are evading and cause them to reenter combat // Does not apply to MoveFollow me->AddUnitState(UNIT_STATE_EVADE); me->GetMotionMaster()->MoveTargetedHome(); } } Reset(); if (me->IsVehicle()) // use the same sequence of addtoworld, aireset may remove all summons! me->GetVehicleKit()->Reset(true); } /*void CreatureAI::AttackedBy(Unit* attacker) { if (!me->GetVictim()) AttackStart(attacker); }*/ void CreatureAI::SetGazeOn(Unit* target) { if (me->IsValidAttackTarget(target)) { AttackStart(target); me->SetReactState(REACT_PASSIVE); } } bool CreatureAI::UpdateVictimWithGaze() { if (!me->IsInCombat()) return false; if (me->HasReactState(REACT_PASSIVE)) { if (me->GetVictim()) return true; else me->SetReactState(REACT_AGGRESSIVE); } if (Unit* victim = me->SelectVictim()) AttackStart(victim); return me->GetVictim(); } bool CreatureAI::UpdateVictim() { if (!me->IsInCombat()) return false; if (!me->HasReactState(REACT_PASSIVE)) { if (Unit* victim = me->SelectVictim()) AttackStart(victim); return me->GetVictim(); } else if (me->getThreatManager().isThreatListEmpty()) { EnterEvadeMode(); return false; } return true; } bool CreatureAI::_EnterEvadeMode() { if (!me->IsAlive()) return false; // don't remove vehicle auras, passengers aren't supposed to drop off the vehicle // don't remove clone caster on evade (to be verified) me->RemoveAllAurasExceptType(SPELL_AURA_CONTROL_VEHICLE, SPELL_AURA_CLONE_CASTER); // sometimes bosses stuck in combat? me->DeleteThreatList(); me->CombatStop(true); me->LoadCreaturesAddon(); me->SetLootRecipient(NULL); me->ResetPlayerDamageReq(); me->SetLastDamagedTime(0); if (me->IsInEvadeMode()) return false; return true; } Creature* CreatureAI::DoSummon(uint32 entry, const Position& pos, uint32 despawnTime, TempSummonType summonType) { return me->SummonCreature(entry, pos, summonType, despawnTime); } Creature* CreatureAI::DoSummon(uint32 entry, WorldObject* obj, float radius, uint32 despawnTime, TempSummonType summonType) { Position pos; obj->GetRandomNearPosition(pos, radius); return me->SummonCreature(entry, pos, summonType, despawnTime); } Creature* CreatureAI::DoSummonFlyer(uint32 entry, WorldObject* obj, float flightZ, float radius, uint32 despawnTime, TempSummonType summonType) { Position pos; obj->GetRandomNearPosition(pos, radius); pos.m_positionZ += flightZ; return me->SummonCreature(entry, pos, summonType, despawnTime); }