aboutsummaryrefslogtreecommitdiff
path: root/src/game/PetAI.cpp
blob: d14c8882df5af7ac550fd980301be468a3ec3d9b (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
/*
 * Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.org/>
 *
 * Copyright (C) 2008 Trinity <http://www.trinitycore.org/>
 *
 * 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 "PetAI.h"
#include "Errors.h"
#include "Pet.h"
#include "Player.h"
#include "Database/DBCStores.h"
#include "Spell.h"
#include "ObjectAccessor.h"
#include "SpellMgr.h"
#include "Creature.h"
#include "World.h"
#include "Util.h"

int PetAI::Permissible(const Creature *creature)
{
    if( creature->isPet())
        return PERMIT_BASE_SPECIAL;

    return PERMIT_BASE_NO;
}

PetAI::PetAI(Creature &c) : i_pet(c), i_victimGuid(0), i_tracker(TIME_INTERVAL_LOOK)
{
    m_AllySet.clear();
    UpdateAllies();
}

void PetAI::MoveInLineOfSight(Unit *u)
{
    if( !i_pet.getVictim() && i_pet.GetCharmInfo() &&
        i_pet.GetCharmInfo()->HasReactState(REACT_AGGRESSIVE) &&
        u->isTargetableForAttack() && i_pet.IsHostileTo( u ) &&
        u->isInAccessablePlaceFor(&i_pet))
    {
        float attackRadius = i_pet.GetAttackDistance(u);
        if(i_pet.IsWithinDistInMap(u, attackRadius) && i_pet.GetDistanceZ(u) <= CREATURE_Z_ATTACK_RANGE)
        {
            if(i_pet.IsWithinLOSInMap(u))
            {
                AttackStart(u);
                u->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH);
            }
        }
    }
}

void PetAI::AttackStart(Unit *u)
{
    if( i_pet.getVictim() || !u || i_pet.isPet() && ((Pet&)i_pet).getPetType()==MINI_PET )
        return;

    if(i_pet.Attack(u,true))
    {
        i_pet.clearUnitState(UNIT_STAT_FOLLOW);
        // TMGs call CreatureRelocation which via MoveInLineOfSight can call this function
        // thus with the following clear the original TMG gets invalidated and crash, doh
        // hope it doesn't start to leak memory without this :-/
        //i_pet->Clear();
        i_victimGuid = u->GetGUID();
        i_pet.GetMotionMaster()->MoveChase(u);
    }
}

void PetAI::EnterEvadeMode()
{
}

bool PetAI::IsVisible(Unit *pl) const
{
    return _isVisible(pl);
}

bool PetAI::_needToStop() const
{
    if(!i_pet.getVictim() || !i_pet.isAlive())
        return true;

    // This is needed for charmed creatures, as once their target was reset other effects can trigger threat
    if(i_pet.isCharmed() && i_pet.getVictim() == i_pet.GetCharmer())
        return true;

    return !i_pet.getVictim()->isTargetableForAttack();
}

void PetAI::_stopAttack()
{
    if( !i_victimGuid )
        return;

    Unit* victim = ObjectAccessor::GetUnit(i_pet, i_victimGuid );

    if ( !victim )
        return;

    assert(!i_pet.getVictim() || i_pet.getVictim() == victim);

    if( !i_pet.isAlive() )
    {
        DEBUG_LOG("Creature stoped attacking cuz his dead [guid=%u]", i_pet.GetGUIDLow());
        i_pet.StopMoving();
        i_pet.GetMotionMaster()->Clear();
        i_pet.GetMotionMaster()->MoveIdle();
        i_victimGuid = 0;
        i_pet.CombatStop();
        i_pet.getHostilRefManager().deleteReferences();

        return;
    }
    else if( !victim  )
    {
        DEBUG_LOG("Creature stopped attacking because victim is non exist [guid=%u]", i_pet.GetGUIDLow());
    }
    else if( !victim->isAlive() )
    {
        DEBUG_LOG("Creature stopped attacking cuz his victim is dead [guid=%u]", i_pet.GetGUIDLow());
    }
    else if( victim->HasStealthAura() )
    {
        DEBUG_LOG("Creature stopped attacking cuz his victim is stealth [guid=%u]", i_pet.GetGUIDLow());
    }
    else if( victim->isInFlight() )
    {
        DEBUG_LOG("Creature stopped attacking cuz his victim is fly away [guid=%u]", i_pet.GetGUIDLow());
    }
    else
    {
        DEBUG_LOG("Creature stopped attacking due to target out run him [guid=%u]", i_pet.GetGUIDLow());
    }

    Unit* owner = i_pet.GetCharmerOrOwner();

    if(owner && i_pet.GetCharmInfo() && i_pet.GetCharmInfo()->HasCommandState(COMMAND_FOLLOW))
    {
        i_pet.GetMotionMaster()->MoveFollow(owner,PET_FOLLOW_DIST,PET_FOLLOW_ANGLE);
    }
    else
    {
        i_pet.clearUnitState(UNIT_STAT_FOLLOW);
        i_pet.GetMotionMaster()->Clear();
        i_pet.GetMotionMaster()->MoveIdle();
    }
    i_victimGuid = 0;
    i_pet.AttackStop();
}

void PetAI::UpdateAI(const uint32 diff)
{
    // update i_victimGuid if i_pet.getVictim() !=0 and changed
    if(i_pet.getVictim())
        i_victimGuid = i_pet.getVictim()->GetGUID();

    Unit* owner = i_pet.GetCharmerOrOwner();

    if(m_updateAlliesTimer <= diff)
        // UpdateAllies self set update timer
        UpdateAllies();
    else
        m_updateAlliesTimer -= diff;

    // i_pet.getVictim() can't be used for check in case stop fighting, i_pet.getVictim() clear at Unit death etc.
    if( i_victimGuid )
    {
        if( _needToStop() )
        {
            DEBUG_LOG("Pet AI stoped attacking [guid=%u]", i_pet.GetGUIDLow());
            _stopAttack();                                  // i_victimGuid == 0 && i_pet.getVictim() == NULL now
            return;
        }
        else if( i_pet.IsStopped() || i_pet.IsWithinDistInMap(i_pet.getVictim(), ATTACK_DISTANCE))
        {
            // required to be stopped cases
            if ( i_pet.IsStopped() && i_pet.IsNonMeleeSpellCasted(false) )
            {
                if( i_pet.hasUnitState(UNIT_STAT_FOLLOW) )
                    i_pet.InterruptNonMeleeSpells(false);
                else
                    return;
            }
            // not required to be stopped case
            else if( i_pet.isAttackReady() && i_pet.canReachWithAttack(i_pet.getVictim()) )
            {
                i_pet.AttackerStateUpdate(i_pet.getVictim());

                i_pet.resetAttackTimer();

                if ( !i_pet.getVictim() )
                    return;

                //if pet misses its target, it will also be the first in threat list
                i_pet.getVictim()->AddThreat(&i_pet,0.0f);

                if( _needToStop() )
                    _stopAttack();
            }
        }
    }
    else if(owner && i_pet.GetCharmInfo())
    {
        if(owner->isInCombat() && !(i_pet.GetCharmInfo()->HasReactState(REACT_PASSIVE) || i_pet.GetCharmInfo()->HasCommandState(COMMAND_STAY)))
        {
            AttackStart(owner->getAttackerForHelper());
        }
        else if(i_pet.GetCharmInfo()->HasCommandState(COMMAND_FOLLOW))
        {
            if (!i_pet.hasUnitState(UNIT_STAT_FOLLOW) )
            {
                i_pet.GetMotionMaster()->MoveFollow(owner,PET_FOLLOW_DIST,PET_FOLLOW_ANGLE);
            }
        }
    }

    //Autocast
    HM_NAMESPACE::hash_map<uint32, Unit*> targetMap;
    targetMap.clear();
    SpellCastTargets NULLtargets;

    for (uint8 i = 0; i < i_pet.GetPetAutoSpellSize(); i++)
    {
        uint32 spellID = i_pet.GetPetAutoSpellOnPos(i);
        if (!spellID)
            continue;

        SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellID);
        if (!spellInfo)
            continue;

        Spell *spell = new Spell(&i_pet, spellInfo, false, 0);

        if(!IsPositiveSpell(spellInfo->Id) && i_pet.getVictim() && !_needToStop() && !i_pet.hasUnitState(UNIT_STAT_FOLLOW) && spell->CanAutoCast(i_pet.getVictim()))
            targetMap[spellID] = i_pet.getVictim();
        else
        {
            spell->m_targets = NULLtargets;
            for(std::set<uint64>::iterator tar = m_AllySet.begin(); tar != m_AllySet.end(); ++tar)
            {
                Unit* Target = ObjectAccessor::GetUnit(i_pet,*tar);

                //only buff targets that are in combat, unless the spell can only be cast while out of combat
                if(!Target || (!Target->isInCombat() && !IsNonCombatSpell(spellInfo)))
                    continue;
                if(spell->CanAutoCast(Target))
                    targetMap[spellID] = Target;
            }
        }

        delete spell;
    }

    //found units to cast on to
    if(!targetMap.empty())
    {
        uint32 index = urand(1, targetMap.size());
        HM_NAMESPACE::hash_map<uint32, Unit*>::iterator itr;
        uint32 i;
        for(itr = targetMap.begin(), i = 1; i < index; ++itr, ++i);

        SpellEntry const *spellInfo = sSpellStore.LookupEntry(itr->first);

        Spell *spell = new Spell(&i_pet, spellInfo, false);

        SpellCastTargets targets;
        targets.setUnitTarget( itr->second );

        if(!i_pet.HasInArc(M_PI, itr->second))
        {
            i_pet.SetInFront(itr->second);
            if( itr->second->GetTypeId() == TYPEID_PLAYER )
                i_pet.SendUpdateToPlayer( (Player*)itr->second );

            if(owner && owner->GetTypeId() == TYPEID_PLAYER)
                i_pet.SendUpdateToPlayer( (Player*)owner );
        }

        i_pet.AddCreatureSpellCooldown(itr->first);
        if(i_pet.isPet())
            ((Pet*)&i_pet)->CheckLearning(itr->first);

        spell->prepare(&targets);
    }
    targetMap.clear();
}

bool PetAI::_isVisible(Unit *u) const
{
    //return false;                                           //( ((Creature*)&i_pet)->GetDistanceSq(u) * 1.0<= sWorld.getConfig(CONFIG_SIGHT_GUARDER) && !u->m_stealth && u->isAlive());
    return i_pet.GetDistance(u) < sWorld.getConfig(CONFIG_SIGHT_GUARDER)
        && u->isVisibleForOrDetect(&i_pet,true);
}

void PetAI::UpdateAllies()
{
    Unit* owner = i_pet.GetCharmerOrOwner();
    Group *pGroup = NULL;

    m_updateAlliesTimer = 10000;                            //update friendly targets every 10 seconds, lesser checks increase performance

    if(!owner)
        return;
    else if(owner->GetTypeId() == TYPEID_PLAYER)
        pGroup = ((Player*)owner)->GetGroup();

    //only pet and owner/not in group->ok
    if(m_AllySet.size() == 2 && !pGroup)
        return;
    //owner is in group; group members filled in already (no raid -> subgroupcount = whole count)
    if(pGroup && !pGroup->isRaidGroup() && m_AllySet.size() == (pGroup->GetMembersCount() + 2))
        return;

    m_AllySet.clear();
    m_AllySet.insert(i_pet.GetGUID());
    if(pGroup)                                              //add group
    {
        for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
        {
            Player* Target = itr->getSource();
            if(!Target || !pGroup->SameSubGroup((Player*)owner, Target))
                continue;

            if(Target->GetGUID() == owner->GetGUID())
                continue;

            m_AllySet.insert(Target->GetGUID());
        }
    }
    else                                                    //remove group
        m_AllySet.insert(owner->GetGUID());
}

void PetAI::AttackedBy(Unit *attacker)
{
    //when attacked, fight back in case 1)no victim already AND 2)not set to passive AND 3)not set to stay, unless can it can reach attacker with melee attack anyway
    if(!i_pet.getVictim() && i_pet.GetCharmInfo() && !i_pet.GetCharmInfo()->HasReactState(REACT_PASSIVE) &&
        (!i_pet.GetCharmInfo()->HasCommandState(COMMAND_STAY) || i_pet.canReachWithAttack(attacker)))
        AttackStart(attacker);
}