/* * 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 "ScriptedCreature.h" #include "AreaBoundary.h" #include "DB2Stores.h" #include "Cell.h" #include "CellImpl.h" #include "Containers.h" #include "CreatureAIImpl.h" #include "GridNotifiers.h" #include "GridNotifiersImpl.h" #include "InstanceScript.h" #include "Log.h" #include "Loot.h" #include "MotionMaster.h" #include "ObjectAccessor.h" #include "PhasingHandler.h" #include "Spell.h" #include "SpellMgr.h" #include "TemporarySummon.h" void SummonList::Summon(Creature const* summon) { _storage.push_back(summon->GetGUID()); } void SummonList::Despawn(Creature const* summon) { _storage.remove(summon->GetGUID()); } void SummonList::DoZoneInCombat(uint32 entry) { for (StorageType::iterator i = _storage.begin(); i != _storage.end();) { Creature* summon = ObjectAccessor::GetCreature(*_me, *i); ++i; if (summon && summon->IsAIEnabled() && (!entry || summon->GetEntry() == entry)) { summon->AI()->DoZoneInCombat(); } } } void SummonList::DespawnEntry(uint32 entry) { for (StorageType::iterator i = _storage.begin(); i != _storage.end();) { Creature* summon = ObjectAccessor::GetCreature(*_me, *i); if (!summon) i = _storage.erase(i); else if (summon->GetEntry() == entry) { i = _storage.erase(i); summon->DespawnOrUnsummon(); } else ++i; } } void SummonList::DespawnAll() { while (!_storage.empty()) { Creature* summon = ObjectAccessor::GetCreature(*_me, _storage.front()); _storage.pop_front(); if (summon) summon->DespawnOrUnsummon(); } } void SummonList::RemoveNotExisting() { for (StorageType::iterator i = _storage.begin(); i != _storage.end();) { if (ObjectAccessor::GetCreature(*_me, *i)) ++i; else i = _storage.erase(i); } } bool SummonList::HasEntry(uint32 entry) const { for (ObjectGuid const& guid : _storage) { Creature* summon = ObjectAccessor::GetCreature(*_me, guid); if (summon && summon->GetEntry() == entry) return true; } return false; } void SummonList::DoActionImpl(int32 action, StorageType& summons, uint16 max) { if (max) Trinity::Containers::RandomResize(summons, max); for (ObjectGuid const& guid : summons) { Creature* summon = ObjectAccessor::GetCreature(*_me, guid); if (summon && summon->IsAIEnabled()) summon->AI()->DoAction(action); } } ScriptedAI::ScriptedAI(Creature* creature, uint32 scriptId) noexcept : CreatureAI(creature, scriptId), _isCombatMovementAllowed(true) { _difficulty = me->GetMap()->GetDifficultyID(); } void ScriptedAI::AttackStartNoMove(Unit* who) { if (!who) return; if (me->Attack(who, true)) DoStartNoMovement(who); } void ScriptedAI::AttackStart(Unit* who) { if (IsCombatMovementAllowed()) CreatureAI::AttackStart(who); else AttackStartNoMove(who); } void ScriptedAI::UpdateAI(uint32 /*diff*/) { // Check if we have a current target UpdateVictim(); } void ScriptedAI::DoStartMovement(Unit* victim, float distance, float angle) { if (victim) me->StartDefaultCombatMovement(victim, distance, angle); } void ScriptedAI::DoStartNoMovement(Unit* victim) { if (!victim) return; me->GetMotionMaster()->MoveIdle(); } void ScriptedAI::DoStopAttack() { if (me->GetVictim()) me->AttackStop(); } void ScriptedAI::DoCastSpell(Unit* target, SpellInfo const* spellInfo, bool triggered) { if (!target || me->IsNonMeleeSpellCast(false)) return; me->StopMoving(); me->CastSpell(target, spellInfo->Id, triggered ? TRIGGERED_FULL_MASK : TRIGGERED_NONE); } void ScriptedAI::DoPlaySoundToSet(WorldObject* source, uint32 soundId) { if (!source) return; if (!sSoundKitStore.LookupEntry(soundId)) { TC_LOG_ERROR("scripts.ai", "ScriptedAI::DoPlaySoundToSet: Invalid soundId {} used in DoPlaySoundToSet (Source: {})", soundId, source->GetGUID().ToString()); return; } source->PlayDirectSound(soundId); } void ScriptedAI::AddThreat(Unit* victim, float amount, Unit* who) { if (!victim) return; if (!who) who = me; who->GetThreatManager().AddThreat(victim, amount, nullptr, true, true); } void ScriptedAI::ModifyThreatByPercent(Unit* victim, int32 pct, Unit* who) { if (!victim) return; if (!who) who = me; who->GetThreatManager().ModifyThreatByPercent(victim, pct); } void ScriptedAI::ResetThreat(Unit* victim, Unit* who) { if (!victim) return; if (!who) who = me; who->GetThreatManager().ResetThreat(victim); } void ScriptedAI::ResetThreatList(Unit* who) { if (!who) who = me; who->GetThreatManager().ResetAllThreat(); } float ScriptedAI::GetThreat(Unit const* victim, Unit const* who) { if (!victim) return 0.0f; if (!who) who = me; return who->GetThreatManager().GetThreat(victim); } void ScriptedAI::ForceCombatStop(Creature* who, bool reset /*= true*/) { if (!who || !who->IsInCombat()) return; who->CombatStop(true); who->DoNotReacquireSpellFocusTarget(); who->GetMotionMaster()->Clear(MOTION_PRIORITY_NORMAL); if (reset) { who->LoadCreaturesAddon(); if (!me->IsTapListNotClearedOnEvade()) who->SetTappedBy(nullptr); who->ResetPlayerDamageReq(); who->SetLastDamagedTime(0); who->SetCannotReachTarget(false); } } void ScriptedAI::ForceCombatStopForCreatureEntry(uint32 entry, float maxSearchRange /*= 250.0f*/, bool samePhase /*= true*/, bool reset /*= true*/) { TC_LOG_DEBUG("scripts.ai", "ScriptedAI::ForceCombatStopForCreatureEntry: called on '{}'. Debug info: {}", me->GetGUID().ToString(), me->GetDebugInfo()); std::list creatures; Trinity::AllCreaturesOfEntryInRange check(me, entry, maxSearchRange); Trinity::CreatureListSearcher searcher(me, creatures, check); if (!samePhase) PhasingHandler::SetAlwaysVisible(me, true, false); Cell::VisitGridObjects(me, searcher, maxSearchRange); if (!samePhase) PhasingHandler::SetAlwaysVisible(me, false, false); for (Creature* creature : creatures) ForceCombatStop(creature, reset); } void ScriptedAI::ForceCombatStopForCreatureEntry(std::vector creatureEntries, float maxSearchRange /*= 250.0f*/, bool samePhase /*= true*/, bool reset /*= true*/) { for (uint32 const entry : creatureEntries) ForceCombatStopForCreatureEntry(entry, maxSearchRange, samePhase, reset); } Creature* ScriptedAI::DoSpawnCreature(uint32 entry, float offsetX, float offsetY, float offsetZ, float angle, uint32 type, Milliseconds despawntime) { return me->SummonCreature(entry, me->GetPositionX() + offsetX, me->GetPositionY() + offsetY, me->GetPositionZ() + offsetZ, angle, TempSummonType(type), despawntime); } bool ScriptedAI::HealthBelowPct(uint32 pct) const { return me->HealthBelowPct(pct); } bool ScriptedAI::HealthAbovePct(uint32 pct) const { return me->HealthAbovePct(pct); } bool ScriptedAI::IsLFR() const { return me->GetMap()->IsLFR(); } bool ScriptedAI::IsNormal() const { return me->GetMap()->IsNormal(); } bool ScriptedAI::IsHeroic() const { return me->GetMap()->IsHeroic(); } bool ScriptedAI::IsMythic() const { return me->GetMap()->IsMythic(); } bool ScriptedAI::IsMythicPlus() const { return me->GetMap()->IsMythicPlus(); } bool ScriptedAI::IsHeroicOrHigher() const { return me->GetMap()->IsHeroicOrHigher(); } bool ScriptedAI::IsTimewalking() const { return me->GetMap()->IsTimewalking(); } SpellInfo const* ScriptedAI::SelectSpell(Unit* target, uint32 school, uint32 mechanic, SelectTargetType targets, float rangeMin, float rangeMax, SelectEffect effect) { // No target so we can't cast if (!target) return nullptr; // Silenced so we can't cast if (me->IsSilenced(school ? SpellSchoolMask(school) : SPELL_SCHOOL_MASK_MAGIC)) return nullptr; // Using the extended script system we first create a list of viable spells SpellInfo const* apSpell[MAX_CREATURE_SPELLS]; memset(apSpell, 0, MAX_CREATURE_SPELLS * sizeof(SpellInfo*)); uint32 spellCount = 0; SpellInfo const* tempSpell = nullptr; AISpellInfoType const* aiSpell = nullptr; // Check if each spell is viable(set it to null if not) for (uint32 spell : me->m_spells) { tempSpell = sSpellMgr->GetSpellInfo(spell, me->GetMap()->GetDifficultyID()); aiSpell = GetAISpellInfo(spell, me->GetMap()->GetDifficultyID()); // This spell doesn't exist if (!tempSpell || !aiSpell) continue; // Targets and Effects checked first as most used restrictions // Check the spell targets if specified if (targets && !(aiSpell->Targets & (1 << (targets-1)))) continue; // Check the type of spell if we are looking for a specific spell type if (effect && !(aiSpell->Effects & (1 << (effect-1)))) continue; // Check for school if specified if (school && (tempSpell->SchoolMask & school) == 0) continue; // Check for spell mechanic if specified if (mechanic && tempSpell->Mechanic != mechanic) continue; // Continue if we don't have the mana to actually cast this spell bool hasPower = true; for (SpellPowerCost const& cost : tempSpell->CalcPowerCost(me, tempSpell->GetSchoolMask())) { if (cost.Amount > me->GetPower(cost.Power)) { hasPower = false; break; } } if (!hasPower) continue; // Check if the spell meets our range requirements if (rangeMin && me->GetSpellMinRangeForTarget(target, tempSpell) < rangeMin) continue; if (rangeMax && me->GetSpellMaxRangeForTarget(target, tempSpell) > rangeMax) continue; // Check if our target is in range if (me->IsWithinDistInMap(target, float(me->GetSpellMinRangeForTarget(target, tempSpell))) || !me->IsWithinDistInMap(target, float(me->GetSpellMaxRangeForTarget(target, tempSpell)))) continue; // All good so lets add it to the spell list apSpell[spellCount] = tempSpell; ++spellCount; } // We got our usable spells so now lets randomly pick one if (!spellCount) return nullptr; return apSpell[urand(0, spellCount - 1)]; } void ScriptedAI::DoTeleportTo(float x, float y, float z, uint32 time) { me->Relocate(x, y, z); float speed = me->GetDistance(x, y, z) / ((float)time * 0.001f); me->MonsterMoveWithSpeed(x, y, z, speed); } void ScriptedAI::DoTeleportTo(const float position[4]) { me->NearTeleportTo(position[0], position[1], position[2], position[3]); } void ScriptedAI::DoTeleportPlayer(Unit* unit, float x, float y, float z, float o) { if (!unit) return; if (Player* player = unit->ToPlayer()) player->TeleportTo(unit->GetMapId(), x, y, z, o, TELE_TO_NOT_LEAVE_COMBAT); else TC_LOG_ERROR("scripts.ai", "ScriptedAI::DoTeleportPlayer: Creature {} Tried to teleport non-player unit ({}) to x: {} y:{} z: {} o: {}. Aborted.", me->GetGUID().ToString(), unit->GetGUID().ToString(), x, y, z, o); } void ScriptedAI::DoTeleportAll(float x, float y, float z, float o) { Map* map = me->GetMap(); if (!map->IsDungeon()) return; for (MapReference const& mapref : map->GetPlayers()) if (Player* player = mapref.GetSource()) if (player->IsAlive()) player->TeleportTo(me->GetMapId(), x, y, z, o, TELE_TO_NOT_LEAVE_COMBAT); } Unit* ScriptedAI::DoSelectLowestHpFriendly(float range, uint32 minHPDiff) { Unit* unit = nullptr; Trinity::MostHPMissingInRange u_check(me, range, minHPDiff); Trinity::UnitLastSearcher searcher(me, unit, u_check); Cell::VisitAllObjects(me, searcher, range); return unit; } Unit* ScriptedAI::DoSelectBelowHpPctFriendlyWithEntry(uint32 entry, float range, uint8 minHPDiff, bool excludeSelf) { Unit* unit = nullptr; Trinity::FriendlyBelowHpPctEntryInRange u_check(me, entry, range, minHPDiff, excludeSelf); Trinity::UnitLastSearcher searcher(me, unit, u_check); Cell::VisitAllObjects(me, searcher, range); return unit; } std::list ScriptedAI::DoFindFriendlyCC(float range) { std::list list; Trinity::FriendlyCCedInRange u_check(me, range); Trinity::CreatureListSearcher searcher(me, list, u_check); Cell::VisitAllObjects(me, searcher, range); return list; } std::list ScriptedAI::DoFindFriendlyMissingBuff(float range, uint32 uiSpellid) { std::list list; Trinity::FriendlyMissingBuffInRange u_check(me, range, uiSpellid); Trinity::CreatureListSearcher searcher(me, list, u_check); Cell::VisitAllObjects(me, searcher, range); return list; } Player* ScriptedAI::GetPlayerAtMinimumRange(float minimumRange) { Player* player = nullptr; Trinity::PlayerAtMinimumRangeAway check(me, minimumRange); Trinity::PlayerSearcher searcher(me, player, check); Cell::VisitWorldObjects(me, searcher, minimumRange); return player; } void ScriptedAI::SetEquipmentSlots(bool loadDefault, int32 mainHand /*= EQUIP_NO_CHANGE*/, int32 offHand /*= EQUIP_NO_CHANGE*/, int32 ranged /*= EQUIP_NO_CHANGE*/) { if (loadDefault) { me->LoadEquipment(me->GetOriginalEquipmentId(), true); return; } if (mainHand >= 0) me->SetVirtualItem(0, uint32(mainHand)); if (offHand >= 0) me->SetVirtualItem(1, uint32(offHand)); if (ranged >= 0) me->SetVirtualItem(2, uint32(ranged)); } void ScriptedAI::SetCombatMovement(bool allowMovement) { _isCombatMovementAllowed = allowMovement; } // BossAI - for instanced bosses BossAI::BossAI(Creature* creature, uint32 bossId) noexcept : ScriptedAI(creature), instance(creature->GetInstanceScript()), summons(creature), _bossId(bossId) { if (instance) SetBoundary(instance->GetBossBoundary(bossId)); scheduler.SetValidator([this] { return !me->HasUnitState(UNIT_STATE_CASTING); }); } BossAI::~BossAI() = default; void BossAI::_Reset() { if (!me->IsAlive()) return; me->ResetLootMode(); events.Reset(); summons.DespawnAll(); scheduler.CancelAll(); if (instance && instance->GetBossState(_bossId) != DONE) instance->SetBossState(_bossId, NOT_STARTED); } void BossAI::_JustDied() { events.Reset(); summons.DespawnAll(); scheduler.CancelAll(); if (instance) instance->SetBossState(_bossId, DONE); } void BossAI::_JustReachedHome() { me->setActive(false); } void BossAI::_JustEngagedWith(Unit* who) { if (instance) { // bosses do not respawn, check only on enter combat if (!instance->CheckRequiredBosses(_bossId, who->ToPlayer())) { EnterEvadeMode(EvadeReason::SequenceBreak); return; } instance->SetBossState(_bossId, IN_PROGRESS); } me->setActive(true); ScheduleTasks(); } void BossAI::TeleportCheaters() { float x, y, z; me->GetPosition(x, y, z); for (auto const& pair : me->GetCombatManager().GetPvECombatRefs()) { Unit* target = pair.second->GetOther(me); if (target->IsControlledByPlayer() && !IsInBoundary(target)) target->NearTeleportTo(x, y, z, 0); } } void BossAI::JustSummoned(Creature* summon) { summons.Summon(summon); if (me->IsEngaged()) DoZoneInCombat(summon); } void BossAI::SummonedCreatureDespawn(Creature* summon) { summons.Despawn(summon); } void BossAI::UpdateAI(uint32 diff) { if (!UpdateVictim()) return; events.Update(diff); if (me->HasUnitState(UNIT_STATE_CASTING)) return; while (uint32 eventId = events.ExecuteEvent()) { ExecuteEvent(eventId); if (me->HasUnitState(UNIT_STATE_CASTING)) return; } } bool BossAI::CanAIAttack(Unit const* target) const { return IsInBoundary(target); } void BossAI::_DespawnAtEvade(Seconds delayToRespawn /*= 30s*/, Creature* who /*= nullptr*/) { if (delayToRespawn < 2s) { TC_LOG_ERROR("scripts.ai", "BossAI::_DespawnAtEvade: called with delay of {} seconds, defaulting to 2 (me: {})", delayToRespawn.count(), me->GetGUID().ToString()); delayToRespawn = 2s; } if (!who) who = me; if (TempSummon* whoSummon = who->ToTempSummon()) { TC_LOG_WARN("scripts.ai", "BossAI::_DespawnAtEvade: called on a temporary summon (who: {})", who->GetGUID().ToString()); whoSummon->UnSummon(); return; } who->DespawnOrUnsummon(0s, delayToRespawn); if (instance && who == me) instance->SetBossState(_bossId, FAIL); } // WorldBossAI - for non-instanced bosses WorldBossAI::WorldBossAI(Creature* creature) noexcept : ScriptedAI(creature), summons(creature) { } WorldBossAI::~WorldBossAI() = default; void WorldBossAI::_Reset() { if (!me->IsAlive()) return; events.Reset(); summons.DespawnAll(); } void WorldBossAI::_JustDied() { events.Reset(); summons.DespawnAll(); } void WorldBossAI::_JustEngagedWith() { Unit* target = SelectTarget(SelectTargetMethod::Random, 0, 0.0f, true); if (target) AttackStart(target); } void WorldBossAI::JustSummoned(Creature* summon) { summons.Summon(summon); Unit* target = SelectTarget(SelectTargetMethod::Random, 0, 0.0f, true); if (target) summon->AI()->AttackStart(target); } void WorldBossAI::SummonedCreatureDespawn(Creature* summon) { summons.Despawn(summon); } void WorldBossAI::UpdateAI(uint32 diff) { if (!UpdateVictim()) return; events.Update(diff); if (me->HasUnitState(UNIT_STATE_CASTING)) return; while (uint32 eventId = events.ExecuteEvent()) { ExecuteEvent(eventId); if (me->HasUnitState(UNIT_STATE_CASTING)) return; } }