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/*
* 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 <http://www.gnu.org/licenses/>.
*/
#include "ScriptedFollowerAI.h"
#include "Creature.h"
#include "Group.h"
#include "Log.h"
#include "MotionMaster.h"
#include "ObjectAccessor.h"
#include "Player.h"
#include "World.h"
float constexpr MAX_PLAYER_DISTANCE = 100.0f;
enum Points
{
POINT_COMBAT_START = 0xFFFFFF
};
FollowerAI::FollowerAI(Creature* creature) noexcept : ScriptedAI(creature), _updateFollowTimer(2500), _followState(STATE_FOLLOW_NONE), _questForFollow(0) { }
void FollowerAI::MoveInLineOfSight(Unit* who)
{
if (HasFollowState(STATE_FOLLOW_INPROGRESS) && !ShouldAssistPlayerInCombatAgainst(who))
return;
ScriptedAI::MoveInLineOfSight(who);
}
void FollowerAI::JustDied(Unit* /*killer*/)
{
if (!HasFollowState(STATE_FOLLOW_INPROGRESS) || !_leaderGUID || !_questForFollow)
return;
/// @todo need a better check for quests with time limit.
if (Player* player = GetLeaderForFollower())
{
if (Group* group = player->GetGroup())
{
for (GroupReference const& groupRef : group->GetMembers())
if (groupRef.GetSource()->IsInMap(player))
groupRef.GetSource()->FailQuest(_questForFollow);
}
else
player->FailQuest(_questForFollow);
}
}
void FollowerAI::JustReachedHome()
{
if (!HasFollowState(STATE_FOLLOW_INPROGRESS))
return;
if (Player* player = GetLeaderForFollower())
{
if (HasFollowState(STATE_FOLLOW_PAUSED))
return;
me->GetMotionMaster()->MoveFollow(player, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
}
else
me->DespawnOrUnsummon();
}
void FollowerAI::OwnerAttackedBy(Unit* other)
{
if (!me->HasReactState(REACT_PASSIVE) && ShouldAssistPlayerInCombatAgainst(other))
me->EngageWithTarget(other);
}
void FollowerAI::UpdateAI(uint32 uiDiff)
{
if (HasFollowState(STATE_FOLLOW_INPROGRESS) && !me->IsEngaged())
{
if (_updateFollowTimer <= uiDiff)
{
if (HasFollowState(STATE_FOLLOW_COMPLETE) && !HasFollowState(STATE_FOLLOW_POSTEVENT))
{
TC_LOG_DEBUG("scripts.ai.followerai", "FollowerAI::UpdateAI: is set completed, despawns. ({})", me->GetGUID().ToString());
me->DespawnOrUnsummon();
return;
}
bool maxRangeExceeded = true;
bool questAbandoned = (_questForFollow != 0);
if (Player* player = GetLeaderForFollower())
{
if (Group* group = player->GetGroup())
{
for (GroupReference const& groupRef : group->GetMembers())
{
Player* member = groupRef.GetSource();
if (maxRangeExceeded && me->IsWithinDistInMap(member, MAX_PLAYER_DISTANCE))
maxRangeExceeded = false;
if (questAbandoned)
{
QuestStatus status = member->GetQuestStatus(_questForFollow);
if ((status == QUEST_STATUS_COMPLETE) || (status == QUEST_STATUS_INCOMPLETE))
questAbandoned = false;
}
}
}
else
{
if (me->IsWithinDistInMap(player, MAX_PLAYER_DISTANCE))
maxRangeExceeded = false;
if (questAbandoned)
{
QuestStatus status = player->GetQuestStatus(_questForFollow);
if ((status == QUEST_STATUS_COMPLETE) || (status == QUEST_STATUS_INCOMPLETE))
questAbandoned = false;
}
}
}
if (maxRangeExceeded || questAbandoned)
{
TC_LOG_DEBUG("scripts.ai.followerai", "FollowerAI::UpdateAI: failed because player/group was to far away or not found ({})", me->GetGUID().ToString());
me->DespawnOrUnsummon();
return;
}
_updateFollowTimer = 1000;
}
else
_updateFollowTimer -= uiDiff;
}
UpdateFollowerAI(uiDiff);
}
void FollowerAI::UpdateFollowerAI(uint32 /*uiDiff*/)
{
UpdateVictim();
}
void FollowerAI::StartFollow(Player* player, uint32 factionForFollower, uint32 quest)
{
if (CreatureData const* cdata = me->GetCreatureData())
{
if (sWorld->getBoolConfig(CONFIG_RESPAWN_DYNAMIC_ESCORTNPC) && (cdata->spawnGroupData->flags & SPAWNGROUP_FLAG_ESCORTQUESTNPC))
me->SaveRespawnTime(me->GetRespawnDelay());
}
if (me->IsEngaged())
{
TC_LOG_DEBUG("scripts.ai.followerai", "FollowerAI::StartFollow: attempt to StartFollow while in combat. ({})", me->GetGUID().ToString());
return;
}
if (HasFollowState(STATE_FOLLOW_INPROGRESS))
{
TC_LOG_ERROR("scripts.ai.followerai", "FollowerAI::StartFollow: attempt to StartFollow while already following. ({})", me->GetGUID().ToString());
return;
}
// set variables
_leaderGUID = player->GetGUID();
if (factionForFollower)
me->SetFaction(factionForFollower);
_questForFollow = quest;
me->GetMotionMaster()->Clear(MOTION_PRIORITY_NORMAL);
me->PauseMovement();
me->ReplaceAllNpcFlags(UNIT_NPC_FLAG_NONE);
me->ReplaceAllNpcFlags2(UNIT_NPC_FLAG_2_NONE);
AddFollowState(STATE_FOLLOW_INPROGRESS);
me->GetMotionMaster()->MoveFollow(player, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
TC_LOG_DEBUG("scripts.ai.followerai", "FollowerAI::StartFollow: start follow {} - {} ({})", player->GetName(), _leaderGUID.ToString(), me->GetGUID().ToString());
}
void FollowerAI::SetFollowPaused(bool paused)
{
if (!HasFollowState(STATE_FOLLOW_INPROGRESS) || HasFollowState(STATE_FOLLOW_COMPLETE))
return;
if (paused)
{
AddFollowState(STATE_FOLLOW_PAUSED);
if (me->HasUnitState(UNIT_STATE_FOLLOW))
me->GetMotionMaster()->Remove(FOLLOW_MOTION_TYPE);
}
else
{
RemoveFollowState(STATE_FOLLOW_PAUSED);
if (Player* leader = GetLeaderForFollower())
me->GetMotionMaster()->MoveFollow(leader, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
}
}
void FollowerAI::SetFollowComplete(bool withEndEvent)
{
if (me->HasUnitState(UNIT_STATE_FOLLOW))
me->GetMotionMaster()->Remove(FOLLOW_MOTION_TYPE);
if (withEndEvent)
AddFollowState(STATE_FOLLOW_POSTEVENT);
else
{
if (HasFollowState(STATE_FOLLOW_POSTEVENT))
RemoveFollowState(STATE_FOLLOW_POSTEVENT);
}
AddFollowState(STATE_FOLLOW_COMPLETE);
}
Player* FollowerAI::GetLeaderForFollower()
{
if (Player* player = ObjectAccessor::GetPlayer(*me, _leaderGUID))
{
if (player->IsAlive())
return player;
else
{
if (Group* group = player->GetGroup())
{
for (GroupReference const& groupRef : group->GetMembers())
{
Player* member = groupRef.GetSource();
if (me->IsWithinDistInMap(member, MAX_PLAYER_DISTANCE) && member->IsAlive())
{
TC_LOG_DEBUG("scripts.ai.followerai", "FollowerAI::GetLeaderForFollower: GetLeader changed and returned new leader. ({})", me->GetGUID().ToString());
_leaderGUID = member->GetGUID();
return member;
}
}
}
}
}
TC_LOG_DEBUG("scripts.ai.followerai", "FollowerAI::GetLeaderForFollower: GetLeader can not find suitable leader. ({})", me->GetGUID().ToString());
return nullptr;
}
// This part provides assistance to a player that are attacked by who, even if out of normal aggro range
// It will cause me to attack who that are attacking _any_ player (which has been confirmed may happen also on offi)
// The flag (type_flag) is unconfirmed, but used here for further research and is a good candidate.
bool FollowerAI::ShouldAssistPlayerInCombatAgainst(Unit* who) const
{
if (!who || !who->GetVictim())
return false;
// experimental (unknown) flag not present
if (!(me->GetCreatureDifficulty()->TypeFlags & CREATURE_TYPE_FLAG_CAN_ASSIST))
return false;
if (!who->isInAccessiblePlaceFor(me))
return false;
if (!CanAIAttack(who))
return false;
// we cannot attack in evade mode
if (me->IsInEvadeMode())
return false;
// or if enemy is in evade mode
if (who->GetTypeId() == TYPEID_UNIT && who->ToCreature()->IsInEvadeMode())
return false;
// never attack friendly
if (me->IsFriendlyTo(who))
return false;
// too far away and no free sight
if (!me->IsWithinDistInMap(who, MAX_PLAYER_DISTANCE) || !me->IsWithinLOSInMap(who))
return false;
return true;
}
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