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/* Copyright (C) 2006 - 2009 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
* This program is free software licensed under GPL version 2
* Please see the included DOCS/LICENSE.TXT for more information */
/* ScriptData
SDName: Npc_EscortAI
SD%Complete: 100
SDComment:
SDCategory: Npc
EndScriptData */
#include "ScriptedPch.h"
#include "ScriptedEscortAI.h"
enum ePoints
{
POINT_LAST_POINT = 0xFFFFFF,
POINT_HOME = 0xFFFFFE
};
npc_escortAI::npc_escortAI(Creature* pCreature) : ScriptedAI(pCreature),
m_uiPlayerGUID(0),
MaxPlayerDistance(DEFAULT_MAX_PLAYER_DISTANCE),
m_uiPlayerCheckTimer(1000),
m_uiWPWaitTimer(2500),
m_uiEscortState(STATE_ESCORT_NONE),
m_bIsActiveAttacker(true),
m_bIsRunning(false),
DespawnAtEnd(true),
DespawnAtFar(true),
m_pQuestForEscort(NULL),
m_bCanInstantRespawn(false),
m_bCanReturnToStart(false),
ScriptWP(false)
{}
void npc_escortAI::AttackStart(Unit* pWho)
{
if (!pWho)
return;
if (m_creature->Attack(pWho, true))
{
if (m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() == POINT_MOTION_TYPE)
m_creature->GetMotionMaster()->MovementExpired();
if (IsCombatMovement())
m_creature->GetMotionMaster()->MoveChase(pWho);
}
}
//see followerAI
bool npc_escortAI::AssistPlayerInCombat(Unit* pWho)
{
if (!pWho || !pWho->getVictim())
return false;
//experimental (unknown) flag not present
if (!(m_creature->GetCreatureInfo()->type_flags & CREATURE_TYPEFLAGS_UNK13))
return false;
//not a player
if (!pWho->getVictim()->GetCharmerOrOwnerPlayerOrPlayerItself())
return false;
//never attack friendly
if (m_creature->IsFriendlyTo(pWho))
return false;
//too far away and no free sight?
if (m_creature->IsWithinDistInMap(pWho, GetMaxPlayerDistance()) && m_creature->IsWithinLOSInMap(pWho))
{
//already fighting someone?
if (!m_creature->getVictim())
{
AttackStart(pWho);
return true;
}
else
{
pWho->SetInCombatWith(m_creature);
m_creature->AddThreat(pWho, 0.0f);
return true;
}
}
return false;
}
void npc_escortAI::MoveInLineOfSight(Unit* pWho)
{
if (!m_creature->hasUnitState(UNIT_STAT_STUNNED) && pWho->isTargetableForAttack() && pWho->isInAccessiblePlaceFor(m_creature))
{
if (HasEscortState(STATE_ESCORT_ESCORTING) && AssistPlayerInCombat(pWho))
return;
if (!m_creature->canFly() && m_creature->GetDistanceZ(pWho) > CREATURE_Z_ATTACK_RANGE)
return;
if (m_creature->IsHostileTo(pWho))
{
float fAttackRadius = m_creature->GetAttackDistance(pWho);
if (m_creature->IsWithinDistInMap(pWho, fAttackRadius) && m_creature->IsWithinLOSInMap(pWho))
{
if (!m_creature->getVictim())
{
pWho->RemoveAurasDueToSpell(SPELL_AURA_MOD_STEALTH);
AttackStart(pWho);
}
else if (m_creature->GetMap()->IsDungeon())
{
pWho->SetInCombatWith(m_creature);
m_creature->AddThreat(pWho, 0.0f);
}
}
}
}
}
void npc_escortAI::JustDied(Unit* pKiller)
{
if (!HasEscortState(STATE_ESCORT_ESCORTING) || !m_uiPlayerGUID || !m_pQuestForEscort)
return;
if (Player* pPlayer = GetPlayerForEscort())
{
if (Group* pGroup = pPlayer->GetGroup())
{
for (GroupReference* pRef = pGroup->GetFirstMember(); pRef != NULL; pRef = pRef->next())
{
if (Player* pMember = pRef->getSource())
{
if (pMember->GetQuestStatus(m_pQuestForEscort->GetQuestId()) == QUEST_STATUS_INCOMPLETE)
pMember->FailQuest(m_pQuestForEscort->GetQuestId());
}
}
}
else
{
if (pPlayer->GetQuestStatus(m_pQuestForEscort->GetQuestId()) == QUEST_STATUS_INCOMPLETE)
pPlayer->FailQuest(m_pQuestForEscort->GetQuestId());
}
}
}
void npc_escortAI::JustRespawned()
{
m_uiEscortState = STATE_ESCORT_NONE;
if (!IsCombatMovement())
SetCombatMovement(true);
//add a small delay before going to first waypoint, normal in near all cases
m_uiWPWaitTimer = 2500;
if (m_creature->getFaction() != m_creature->GetCreatureInfo()->faction_A)
me->RestoreFaction();
Reset();
}
void npc_escortAI::ReturnToLastPoint()
{
float x, y, z, o;
m_creature->GetHomePosition(x, y, z, o);
m_creature->GetMotionMaster()->MovePoint(POINT_LAST_POINT, x, y, z);
}
void npc_escortAI::EnterEvadeMode()
{
m_creature->RemoveAllAuras();
m_creature->DeleteThreatList();
m_creature->CombatStop(true);
m_creature->SetLootRecipient(NULL);
if (HasEscortState(STATE_ESCORT_ESCORTING))
{
AddEscortState(STATE_ESCORT_RETURNING);
ReturnToLastPoint();
debug_log("TSCR: EscortAI has left combat and is now returning to last point");
}
else
{
m_creature->GetMotionMaster()->MoveTargetedHome();
Reset();
}
}
bool npc_escortAI::IsPlayerOrGroupInRange()
{
if (Player* pPlayer = GetPlayerForEscort())
{
if (Group* pGroup = pPlayer->GetGroup())
{
for (GroupReference* pRef = pGroup->GetFirstMember(); pRef != NULL; pRef = pRef->next())
{
Player* pMember = pRef->getSource();
if (pMember && m_creature->IsWithinDistInMap(pMember, GetMaxPlayerDistance()))
{
return true;
break;
}
}
}
else
{
if (m_creature->IsWithinDistInMap(pPlayer, GetMaxPlayerDistance()))
return true;
}
}
return false;
}
void npc_escortAI::UpdateAI(const uint32 uiDiff)
{
//Waypoint Updating
if (HasEscortState(STATE_ESCORT_ESCORTING) && !m_creature->getVictim() && m_uiWPWaitTimer && !HasEscortState(STATE_ESCORT_RETURNING))
{
if (m_uiWPWaitTimer <= uiDiff)
{
//End of the line
if (CurrentWP == WaypointList.end())
{
if (DespawnAtEnd)
{
debug_log("TSCR: EscortAI reached end of waypoints");
if (m_bCanReturnToStart)
{
float fRetX, fRetY, fRetZ;
m_creature->GetRespawnCoord(fRetX, fRetY, fRetZ);
m_creature->GetMotionMaster()->MovePoint(POINT_HOME, fRetX, fRetY, fRetZ);
m_uiWPWaitTimer = 0;
debug_log("TSCR: EscortAI are returning home to spawn location: %u, %f, %f, %f", POINT_HOME, fRetX, fRetY, fRetZ);
return;
}
if (m_bCanInstantRespawn)
{
m_creature->setDeathState(JUST_DIED);
m_creature->Respawn();
}
else
m_creature->ForcedDespawn();
return;
}
else
{
debug_log("TSCR: EscortAI reached end of waypoints with Despawn off");
return;
}
}
if (!HasEscortState(STATE_ESCORT_PAUSED))
{
m_creature->GetMotionMaster()->MovePoint(CurrentWP->id, CurrentWP->x, CurrentWP->y, CurrentWP->z);
debug_log("TSCR: EscortAI start waypoint %u (%f, %f, %f).", CurrentWP->id, CurrentWP->x, CurrentWP->y, CurrentWP->z);
WaypointStart(CurrentWP->id);
m_uiWPWaitTimer = 0;
}
}
else
m_uiWPWaitTimer -= uiDiff;
}
//Check if player or any member of his group is within range
if (HasEscortState(STATE_ESCORT_ESCORTING) && m_uiPlayerGUID && !m_creature->getVictim() && !HasEscortState(STATE_ESCORT_RETURNING))
{
if (m_uiPlayerCheckTimer <= uiDiff)
{
if (DespawnAtFar && !IsPlayerOrGroupInRange())
{
debug_log("TSCR: EscortAI failed because player/group was to far away or not found");
if (m_bCanInstantRespawn)
{
m_creature->setDeathState(JUST_DIED);
m_creature->Respawn();
}
else
m_creature->ForcedDespawn();
return;
}
m_uiPlayerCheckTimer = 1000;
}
else
m_uiPlayerCheckTimer -= uiDiff;
}
UpdateEscortAI(uiDiff);
}
void npc_escortAI::UpdateEscortAI(const uint32 uiDiff)
{
if (!UpdateVictim())
return;
DoMeleeAttackIfReady();
}
void npc_escortAI::MovementInform(uint32 uiMoveType, uint32 uiPointId)
{
if (uiMoveType != POINT_MOTION_TYPE || !HasEscortState(STATE_ESCORT_ESCORTING))
return;
//Combat start position reached, continue waypoint movement
if (uiPointId == POINT_LAST_POINT)
{
debug_log("TSCR: EscortAI has returned to original position before combat");
if (m_bIsRunning && m_creature->HasUnitMovementFlag(MOVEMENTFLAG_WALK_MODE))
m_creature->RemoveUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
else if (!m_bIsRunning && !m_creature->HasUnitMovementFlag(MOVEMENTFLAG_WALK_MODE))
m_creature->AddUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
RemoveEscortState(STATE_ESCORT_RETURNING);
if (!m_uiWPWaitTimer)
m_uiWPWaitTimer = 1;
}
else if (uiPointId == POINT_HOME)
{
debug_log("TSCR: EscortAI has returned to original home location and will continue from beginning of waypoint list.");
CurrentWP = WaypointList.begin();
m_uiWPWaitTimer = 1;
}
else
{
//Make sure that we are still on the right waypoint
if (CurrentWP->id != uiPointId)
{
error_log("TSCR ERROR: EscortAI reached waypoint out of order %u, expected %u, creature entry %u", uiPointId, CurrentWP->id, m_creature->GetEntry());
return;
}
debug_log("TSCR: EscortAI Waypoint %u reached", CurrentWP->id);
//Call WP function
WaypointReached(CurrentWP->id);
m_uiWPWaitTimer = CurrentWP->WaitTimeMs + 1;
++CurrentWP;
}
}
/*
void npc_escortAI::OnPossess(bool apply)
{
// We got possessed in the middle of being escorted, store the point
// where we left off to come back to when possess is removed
if (HasEscortState(STATE_ESCORT_ESCORTING))
{
if (apply)
m_creature->GetPosition(LastPos.x, LastPos.y, LastPos.z);
else
{
Returning = true;
m_creature->GetMotionMaster()->MovementExpired();
m_creature->GetMotionMaster()->MovePoint(WP_LAST_POINT, LastPos.x, LastPos.y, LastPos.z);
}
}
}
*/
void npc_escortAI::AddWaypoint(uint32 id, float x, float y, float z, uint32 WaitTimeMs)
{
Escort_Waypoint t(id, x, y, z, WaitTimeMs);
WaypointList.push_back(t);
// i think SD2 no longer uses this function
ScriptWP = true;
/*PointMovement wp;
wp.m_uiCreatureEntry = me->GetEntry();
wp.m_uiPointId = id;
wp.m_fX = x;
wp.m_fY = y;
wp.m_fZ = z;
wp.m_uiWaitTime = WaitTimeMs;
PointMovementMap[wp.m_uiCreatureEntry].push_back(wp);*/
}
void npc_escortAI::FillPointMovementListForCreature()
{
std::vector<ScriptPointMove> const &pPointsEntries = pSystemMgr.GetPointMoveList(m_creature->GetEntry());
if (pPointsEntries.empty())
return;
std::vector<ScriptPointMove>::const_iterator itr;
for (itr = pPointsEntries.begin(); itr != pPointsEntries.end(); ++itr)
{
Escort_Waypoint pPoint(itr->uiPointId, itr->fX, itr->fY, itr->fZ, itr->uiWaitTime);
WaypointList.push_back(pPoint);
}
}
void npc_escortAI::SetRun(bool bRun)
{
if (bRun)
{
if (!m_bIsRunning)
m_creature->RemoveUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
else
debug_log("TSCR: EscortAI attempt to set run mode, but is already running.");
}
else
{
if (m_bIsRunning)
m_creature->AddUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
else
debug_log("TSCR: EscortAI attempt to set walk mode, but is already walking.");
}
m_bIsRunning = bRun;
}
//TODO: get rid of this many variables passed in function.
void npc_escortAI::Start(bool bIsActiveAttacker, bool bRun, uint64 uiPlayerGUID, const Quest* pQuest, bool bInstantRespawn, bool bCanLoopPath)
{
if (m_creature->getVictim())
{
error_log("TSCR ERROR: EscortAI attempt to Start while in combat.");
return;
}
if (HasEscortState(STATE_ESCORT_ESCORTING))
{
error_log("TSCR: EscortAI attempt to Start while already escorting.");
return;
}
if (!ScriptWP) // sd2 never adds wp in script, but tc does
{
if (!WaypointList.empty())
WaypointList.clear();
FillPointMovementListForCreature();
}
if (WaypointList.empty())
{
error_db_log("TSCR: EscortAI Start with 0 waypoints (possible missing entry in script_waypoint. Quest: %u).", pQuest ? pQuest->GetQuestId() : 0);
return;
}
//set variables
m_bIsActiveAttacker = bIsActiveAttacker;
m_bIsRunning = bRun;
m_uiPlayerGUID = uiPlayerGUID;
m_pQuestForEscort = pQuest;
m_bCanInstantRespawn = bInstantRespawn;
m_bCanReturnToStart = bCanLoopPath;
if (m_bCanReturnToStart && m_bCanInstantRespawn)
debug_log("TSCR: EscortAI is set to return home after waypoint end and instant respawn at waypoint end. Creature will never despawn.");
if (m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() == WAYPOINT_MOTION_TYPE)
{
m_creature->GetMotionMaster()->MovementExpired();
m_creature->GetMotionMaster()->MoveIdle();
debug_log("TSCR: EscortAI start with WAYPOINT_MOTION_TYPE, changed to MoveIdle.");
}
//disable npcflags
m_creature->SetUInt32Value(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_NONE);
debug_log("TSCR: EscortAI started with %u waypoints. ActiveAttacker = %d, Run = %d, PlayerGUID = %u", WaypointList.size(), m_bIsActiveAttacker, m_bIsRunning, m_uiPlayerGUID);
CurrentWP = WaypointList.begin();
//Set initial speed
if (m_bIsRunning)
m_creature->RemoveUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
else
m_creature->AddUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
AddEscortState(STATE_ESCORT_ESCORTING);
}
void npc_escortAI::SetEscortPaused(bool bPaused)
{
if (!HasEscortState(STATE_ESCORT_ESCORTING))
return;
if (bPaused)
AddEscortState(STATE_ESCORT_PAUSED);
else
RemoveEscortState(STATE_ESCORT_PAUSED);
}
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