/*
* 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 "CreatureAI.h"
#include "AreaBoundary.h"
#include "Creature.h"
#include "CreatureAIImpl.h"
#include "CreatureTextMgr.h"
#include "DB2Structure.h"
#include "Errors.h"
#include "Language.h"
#include "Log.h"
#include "Map.h"
#include "MapReference.h"
#include "MapUtils.h"
#include "MotionMaster.h"
#include "ObjectAccessor.h"
#include "Player.h"
#include "SmartEnum.h"
#include "SpellHistory.h"
#include "TemporarySummon.h"
#include "Vehicle.h"
#include
std::unordered_map, AISpellInfoType> UnitAI::AISpellInfo;
AISpellInfoType* GetAISpellInfo(uint32 spellId, Difficulty difficulty)
{
return Trinity::Containers::MapGetValuePtr(UnitAI::AISpellInfo, { spellId, difficulty });
}
CreatureAI::CreatureAI(Creature* creature, uint32 scriptId)
: UnitAI(creature), me(creature), _boundary(nullptr),
_negateBoundary(false), _scriptId(scriptId ? scriptId : creature->GetScriptId()), _isEngaged(false), _moveInLOSLocked(false)
{
ASSERT(_scriptId, "A CreatureAI was initialized with an invalid scriptId!");
}
CreatureAI::~CreatureAI()
{
}
void CreatureAI::Talk(uint8 id, WorldObject const* whisperTarget /*= nullptr*/)
{
sCreatureTextMgr->SendChat(me, id, whisperTarget);
}
// Disable CreatureAI when charmed
void CreatureAI::OnCharmed(bool isNew)
{
if (isNew && !me->IsCharmed() && !me->LastCharmerGUID.IsEmpty())
{
if (!me->HasReactState(REACT_PASSIVE))
{
if (Unit* lastCharmer = ObjectAccessor::GetUnit(*me, me->LastCharmerGUID))
me->EngageWithTarget(lastCharmer);
}
me->LastCharmerGUID.Clear();
if (!me->IsInCombat())
EnterEvadeMode(EvadeReason::NoHostiles);
}
UnitAI::OnCharmed(isNew);
}
void CreatureAI::DoZoneInCombat(Creature* creature)
{
Map* map = creature->GetMap();
if (!map->IsDungeon()) // use IsDungeon instead of Instanceable, in case battlegrounds will be instantiated
{
TC_LOG_ERROR("scripts.ai", "CreatureAI::DoZoneInCombat: call for map that isn't an instance ({})", creature->GetGUID().ToString());
return;
}
if (!map->HavePlayers())
return;
for (MapReference const& ref : map->GetPlayers())
{
if (Player* player = ref.GetSource())
{
if (!player->IsAlive() || !CombatManager::CanBeginCombat(creature, player))
continue;
creature->EngageWithTarget(player);
for (Unit* pet : player->m_Controlled)
creature->EngageWithTarget(pet);
if (Unit* vehicle = player->GetVehicleBase())
creature->EngageWithTarget(vehicle);
}
}
}
// 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 (_moveInLOSLocked == true)
return;
_moveInLOSLocked = true;
MoveInLineOfSight(who);
_moveInLOSLocked = false;
}
void CreatureAI::MoveInLineOfSight(Unit* who)
{
if (me->IsEngaged())
return;
if (me->HasReactState(REACT_AGGRESSIVE) && me->CanStartAttack(who, false) && (me->IsAggroGracePeriodExpired() || me->GetMap()->Instanceable()))
me->EngageWithTarget(who);
}
void CreatureAI::OnOwnerCombatInteraction(Unit* target)
{
if (!target || !me->IsAlive())
return;
if (!me->HasReactState(REACT_PASSIVE) && me->CanStartAttack(target, true))
me->EngageWithTarget(target);
}
// Distract creature, if player gets too close while stealthed/prowling
void CreatureAI::TriggerAlert(Unit const* who) const
{
// If there's no target, or target isn't a player do nothing
if (!who || who->GetTypeId() != TYPEID_PLAYER)
return;
// If this unit isn't an NPC, is already distracted, is fighting, is confused, stunned or fleeing, do nothing
if (me->GetTypeId() != TYPEID_UNIT || me->IsEngaged() || me->HasUnitState(UNIT_STATE_CONFUSED | UNIT_STATE_STUNNED | UNIT_STATE_FLEEING | UNIT_STATE_DISTRACTED))
return;
// Only alert for hostiles!
if (me->IsCivilian() || me->HasReactState(REACT_PASSIVE) || !me->IsHostileTo(who) || !me->_IsTargetAcceptable(who))
return;
// Send alert sound (if any) for this creature
me->SendAIReaction(AI_REACTION_ALERT);
// Face the unit (stealthed player) and set distracted state for 5 seconds
me->GetMotionMaster()->MoveDistract(5 * IN_MILLISECONDS, me->GetAbsoluteAngle(who));
}
// adapted from logic in Spell:EffectSummonType before commit 8499434
static bool ShouldFollowOnSpawn(SummonPropertiesEntry const* properties)
{
// Summons without SummonProperties are generally scripted summons that don't belong to any owner
if (!properties)
return false;
switch (properties->Control)
{
case SUMMON_CATEGORY_PET:
return true;
case SUMMON_CATEGORY_WILD:
case SUMMON_CATEGORY_ALLY:
if (properties->GetFlags().HasFlag(SummonPropertiesFlags::JoinSummonerSpawnGroup))
return true;
switch (SummonTitle(properties->Title))
{
case SummonTitle::Pet:
case SummonTitle::Guardian:
case SummonTitle::Runeblade:
case SummonTitle::Minion:
case SummonTitle::Companion:
return true;
default:
return false;
}
default:
return false;
}
}
void CreatureAI::JustAppeared()
{
if (!IsEngaged())
{
if (TempSummon* summon = me->ToTempSummon())
{
// Only apply this to specific types of summons
if (!summon->GetVehicle() && ShouldFollowOnSpawn(summon->m_Properties) && summon->CanFollowOwner())
{
if (Unit* owner = summon->GetCharmerOrOwner())
{
summon->GetMotionMaster()->Clear();
summon->GetMotionMaster()->MoveFollow(owner, PET_FOLLOW_DIST, summon->GetFollowAngle());
}
}
}
}
}
void CreatureAI::JustEnteredCombat(Unit* who)
{
if (!IsEngaged() && !me->CanHaveThreatList())
EngagementStart(who);
}
void CreatureAI::EnterEvadeMode(EvadeReason why)
{
if (!_EnterEvadeMode(why))
return;
TC_LOG_DEBUG("scripts.ai", "CreatureAI::EnterEvadeMode: entering evade mode (why: {}) ({})", EnumUtils::ToConstant(why), me->GetGUID().ToString());
if (!me->GetVehicle()) // otherwise me will be in evade mode forever
{
if (Unit* owner = me->GetCharmerOrOwner())
{
me->GetMotionMaster()->Clear();
me->GetMotionMaster()->MoveFollow(owner, PET_FOLLOW_DIST, me->GetFollowAngle());
}
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();
}
bool CreatureAI::UpdateVictim()
{
if (!IsEngaged())
return false;
if (!me->IsAlive())
{
EngagementOver();
return false;
}
if (!me->HasReactState(REACT_PASSIVE))
{
if (Unit* victim = me->SelectVictim())
if (victim != me->GetVictim())
AttackStart(victim);
return me->GetVictim() != nullptr;
}
else if (!me->IsInCombat())
{
EnterEvadeMode(EvadeReason::NoHostiles);
return false;
}
else if (me->GetVictim())
me->AttackStop();
return true;
}
void CreatureAI::EngagementStart(Unit* who)
{
if (_isEngaged)
{
TC_LOG_ERROR("scripts.ai", "CreatureAI::EngagementStart called even though creature is already engaged. Creature debug info:\n{}", me->GetDebugInfo());
return;
}
_isEngaged = true;
me->AtEngage(who);
}
void CreatureAI::EngagementOver()
{
if (!_isEngaged)
{
TC_LOG_DEBUG("scripts.ai", "CreatureAI::EngagementOver called even though creature is not currently engaged. Creature debug info:\n{}", me->GetDebugInfo());
return;
}
_isEngaged = false;
me->AtDisengage();
}
bool CreatureAI::_EnterEvadeMode(EvadeReason /*why*/)
{
if (me->IsInEvadeMode())
return false;
if (!me->IsAlive())
{
EngagementOver();
return false;
}
if (me->IsStateRestoredOnEvade())
me->RemoveAurasOnEvade();
me->CombatStop(true);
if (!me->IsTapListNotClearedOnEvade())
me->SetTappedBy(nullptr);
me->ResetPlayerDamageReq();
me->SetLastDamagedTime(0);
me->SetCannotReachTarget(false);
me->DoNotReacquireSpellFocusTarget();
me->SetTarget(ObjectGuid::Empty);
me->GetSpellHistory()->ResetAllCooldowns();
EngagementOver();
return true;
}
void CreatureAI::AttackStart(Unit* victim)
{
if (victim && me->Attack(victim, true))
{
// Clear distracted state on attacking
if (me->HasUnitState(UNIT_STATE_DISTRACTED))
{
me->ClearUnitState(UNIT_STATE_DISTRACTED);
me->GetMotionMaster()->Clear();
}
me->StartDefaultCombatMovement(victim);
}
}
Optional CreatureAI::GetDialogStatus(Player const* /*player*/)
{
return {};
}
const uint32 BOUNDARY_VISUALIZE_CREATURE = 15425;
const float BOUNDARY_VISUALIZE_CREATURE_SCALE = 0.25f;
const int8 BOUNDARY_VISUALIZE_STEP_SIZE = 1;
const int32 BOUNDARY_VISUALIZE_FAILSAFE_LIMIT = 750;
const float BOUNDARY_VISUALIZE_SPAWN_HEIGHT = 5.0f;
int32 CreatureAI::VisualizeBoundary(Seconds duration, Unit* owner, bool fill) const
{
typedef std::pair coordinate;
if (!owner)
return -1;
if (!_boundary || _boundary->empty())
return LANG_CREATURE_MOVEMENT_NOT_BOUNDED;
std::queue Q;
std::unordered_set alreadyChecked;
std::unordered_set outOfBounds;
Position startPosition = owner->GetPosition();
if (!IsInBoundary(&startPosition)) // fall back to creature position
{
startPosition = me->GetPosition();
if (!IsInBoundary(&startPosition)) // fall back to creature home position
{
startPosition = me->GetHomePosition();
if (!IsInBoundary(&startPosition))
return LANG_CREATURE_NO_INTERIOR_POINT_FOUND;
}
}
float spawnZ = startPosition.GetPositionZ() + BOUNDARY_VISUALIZE_SPAWN_HEIGHT;
bool boundsWarning = false;
Q.push({ 0,0 });
while (!Q.empty())
{
coordinate front = Q.front();
bool hasOutOfBoundsNeighbor = false;
for (coordinate const& off : std::list{ {1, 0}, {0, 1}, {-1, 0}, {0, -1} })
{
coordinate next(front.first + off.first, front.second + off.second);
if (next.first > BOUNDARY_VISUALIZE_FAILSAFE_LIMIT || next.first < -BOUNDARY_VISUALIZE_FAILSAFE_LIMIT || next.second > BOUNDARY_VISUALIZE_FAILSAFE_LIMIT || next.second < -BOUNDARY_VISUALIZE_FAILSAFE_LIMIT)
{
boundsWarning = true;
continue;
}
if (alreadyChecked.find(next) == alreadyChecked.end()) // never check a coordinate twice
{
Position nextPos(startPosition.GetPositionX() + next.first*BOUNDARY_VISUALIZE_STEP_SIZE, startPosition.GetPositionY() + next.second*BOUNDARY_VISUALIZE_STEP_SIZE, startPosition.GetPositionZ());
if (IsInBoundary(&nextPos))
Q.push(next);
else
{
outOfBounds.insert(next);
hasOutOfBoundsNeighbor = true;
}
alreadyChecked.insert(next);
}
else if (outOfBounds.find(next) != outOfBounds.end())
hasOutOfBoundsNeighbor = true;
}
if (fill || hasOutOfBoundsNeighbor)
{
if (TempSummon* point = owner->SummonCreature(BOUNDARY_VISUALIZE_CREATURE, Position(startPosition.GetPositionX() + front.first * BOUNDARY_VISUALIZE_STEP_SIZE, startPosition.GetPositionY() + front.second * BOUNDARY_VISUALIZE_STEP_SIZE, spawnZ), TEMPSUMMON_TIMED_DESPAWN, duration))
{
point->SetObjectScale(BOUNDARY_VISUALIZE_CREATURE_SCALE);
point->SetUnitFlag(UNIT_FLAG_STUNNED);
point->SetImmuneToAll(true);
if (!hasOutOfBoundsNeighbor)
point->SetUninteractible(true);
}
}
Q.pop();
}
return boundsWarning ? LANG_CREATURE_MOVEMENT_MAYBE_UNBOUNDED : 0;
}
bool CreatureAI::IsInBoundary(Position const* who) const
{
if (!_boundary)
return true;
if (!who)
who = me;
return CreatureAI::IsInBounds(*_boundary, who) != _negateBoundary;
}
bool CreatureAI::IsInBounds(CreatureBoundary const& boundary, Position const* pos)
{
for (AreaBoundary const* areaBoundary : boundary)
if (!areaBoundary->IsWithinBoundary(pos))
return false;
return true;
}
void CreatureAI::SetBoundary(CreatureBoundary const* boundary, bool negateBoundaries /*= false*/)
{
_boundary = boundary;
_negateBoundary = negateBoundaries;
me->DoImmediateBoundaryCheck();
}
bool CreatureAI::CheckInRoom()
{
if (IsInBoundary())
return true;
else
{
EnterEvadeMode(EvadeReason::Boundary);
return false;
}
}
Creature* CreatureAI::DoSummon(uint32 entry, Position const& pos, Milliseconds despawnTime, TempSummonType summonType)
{
return me->SummonCreature(entry, pos, summonType, despawnTime);
}
Creature* CreatureAI::DoSummon(uint32 entry, WorldObject* obj, float radius, Milliseconds despawnTime, TempSummonType summonType)
{
Position pos = obj->GetRandomNearPosition(radius);
return me->SummonCreature(entry, pos, summonType, despawnTime);
}
Creature* CreatureAI::DoSummonFlyer(uint32 entry, WorldObject* obj, float flightZ, float radius, Milliseconds despawnTime, TempSummonType summonType)
{
Position pos = obj->GetRandomNearPosition(radius);
pos.m_positionZ += flightZ;
return me->SummonCreature(entry, pos, summonType, despawnTime);
}