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/*
* Copyright (C) 2008-2019 TrinityCore <https://www.trinitycore.org/>
* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
*
* 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/>.
*/
#ifndef _THREATMANAGER
#define _THREATMANAGER
#include "Common.h"
#include "SharedDefines.h"
#include "LinkedReference/Reference.h"
#include "UnitEvents.h"
#include "ObjectGuid.h"
#include <list>
//==============================================================
class Unit;
class Creature;
class ThreatManager;
class SpellInfo;
#define THREAT_UPDATE_INTERVAL 1 * IN_MILLISECONDS // Server should send threat update to client periodically each second
//==============================================================
// Class to calculate the real threat based
struct TC_GAME_API ThreatCalcHelper
{
static float calcThreat(Unit* hatedUnit, Unit* hatingUnit, float threat, SpellSchoolMask schoolMask = SPELL_SCHOOL_MASK_NORMAL, SpellInfo const* threatSpell = nullptr);
static bool isValidProcess(Unit* hatedUnit, Unit* hatingUnit, SpellInfo const* threatSpell = nullptr);
};
//==============================================================
class TC_GAME_API HostileReference : public Reference<Unit, ThreatManager>
{
public:
HostileReference(Unit* refUnit, ThreatManager* threatManager, float threat);
//=================================================
void addThreat(float modThreat);
void setThreat(float threat) { addThreat(threat - iThreat); }
void addThreatPercent(int32 percent);
float getThreat() const { return iThreat + iTempThreatModifier; }
bool isOnline() const { return iOnline; }
// The Unit might be in water and the creature can not enter the water, but has range attack
// in this case online = true, but accessible = false
bool isAccessible() const { return iAccessible; }
// used for temporary setting a threat and reducing it later again.
// the threat modification is stored
void setTempThreat(float threat)
{
addTempThreat(threat - iTempThreatModifier);
}
void addTempThreat(float threat)
{
if (!threat)
return;
iTempThreatModifier += threat;
ThreatRefStatusChangeEvent event(UEV_THREAT_REF_THREAT_CHANGE, this, threat);
fireStatusChanged(event);
}
void resetTempThreat()
{
addTempThreat(-iTempThreatModifier);
}
float getTempThreatModifier() { return iTempThreatModifier; }
//=================================================
// check, if source can reach target and set the status
void updateOnlineStatus();
void setOnlineOfflineState(bool isOnline);
void setAccessibleState(bool isAccessible);
//=================================================
bool operator==(HostileReference const& hostileRef) const { return hostileRef.getUnitGuid() == getUnitGuid(); }
//=================================================
ObjectGuid getUnitGuid() const { return iUnitGuid; }
//=================================================
// reference is not needed anymore. realy delete it !
void removeReference();
//=================================================
HostileReference* next() { return static_cast<HostileReference*>(Reference<Unit, ThreatManager>::next()); }
//=================================================
// Tell our refTo (target) object that we have a link
void targetObjectBuildLink() override;
// Tell our refTo (taget) object, that the link is cut
void targetObjectDestroyLink() override;
// Tell our refFrom (source) object, that the link is cut (Target destroyed)
void sourceObjectDestroyLink() override;
private:
// Inform the source, that the status of that reference was changed
void fireStatusChanged(ThreatRefStatusChangeEvent& threatRefStatusChangeEvent);
Unit* GetSourceUnit();
private:
float iThreat;
float iTempThreatModifier; // used for SPELL_AURA_MOD_TOTAL_THREAT
ObjectGuid iUnitGuid;
bool iOnline;
bool iAccessible;
};
//==============================================================
class ThreatManager;
class TC_GAME_API ThreatContainer
{
friend class ThreatManager;
public:
typedef std::list<HostileReference*> StorageType;
ThreatContainer(): iDirty(false) { }
~ThreatContainer() { clearReferences(); }
HostileReference* addThreat(Unit* victim, float threat);
void modifyThreatPercent(Unit* victim, int32 percent);
HostileReference* selectNextVictim(Creature* attacker, HostileReference* currentVictim) const;
void setDirty(bool isDirty) { iDirty = isDirty; }
bool isDirty() const { return iDirty; }
bool empty() const
{
return iThreatList.empty();
}
HostileReference* getMostHated() const
{
return iThreatList.empty() ? nullptr : iThreatList.front();
}
HostileReference* getReferenceByTarget(Unit* victim) const;
StorageType const & getThreatList() const { return iThreatList; }
private:
void remove(HostileReference* hostileRef)
{
iThreatList.remove(hostileRef);
}
void addReference(HostileReference* hostileRef)
{
iThreatList.push_back(hostileRef);
}
void clearReferences();
// Sort the list if necessary
void update();
StorageType iThreatList;
bool iDirty;
};
//=================================================
class TC_GAME_API ThreatManager
{
public:
friend class HostileReference;
explicit ThreatManager(Unit* owner);
~ThreatManager() { clearReferences(); }
void clearReferences();
void addThreat(Unit* victim, float threat, SpellSchoolMask schoolMask = SPELL_SCHOOL_MASK_NORMAL, SpellInfo const* threatSpell = NULL);
void doAddThreat(Unit* victim, float threat);
void modifyThreatPercent(Unit* victim, int32 percent);
float getThreat(Unit* victim, bool alsoSearchOfflineList = false);
bool isThreatListEmpty() const { return iThreatContainer.empty(); }
bool areThreatListsEmpty() const { return iThreatContainer.empty() && iThreatOfflineContainer.empty(); }
void processThreatEvent(ThreatRefStatusChangeEvent* threatRefStatusChangeEvent);
bool isNeedUpdateToClient(uint32 time);
HostileReference* getCurrentVictim() const { return iCurrentVictim; }
Unit* GetOwner() const { return iOwner; }
Unit* getHostilTarget();
void tauntApply(Unit* taunter);
void tauntFadeOut(Unit* taunter);
void setCurrentVictim(HostileReference* hostileRef);
void setDirty(bool isDirty) { iThreatContainer.setDirty(isDirty); }
// Reset all aggro without modifying the threadlist.
void resetAllAggro();
// Reset all aggro of unit in threadlist satisfying the predicate.
template<class PREDICATE> void resetAggro(PREDICATE predicate)
{
ThreatContainer::StorageType &threatList = iThreatContainer.iThreatList;
if (threatList.empty())
return;
for (ThreatContainer::StorageType::iterator itr = threatList.begin(); itr != threatList.end(); ++itr)
{
HostileReference* ref = (*itr);
if (predicate(ref->getTarget()))
{
ref->setThreat(0);
setDirty(true);
}
}
}
// methods to access the lists from the outside to do some dirty manipulation (scriping and such)
// I hope they are used as little as possible.
ThreatContainer::StorageType const & getThreatList() const { return iThreatContainer.getThreatList(); }
ThreatContainer::StorageType const & getOfflineThreatList() const { return iThreatOfflineContainer.getThreatList(); }
ThreatContainer& getOnlineContainer() { return iThreatContainer; }
ThreatContainer& getOfflineContainer() { return iThreatOfflineContainer; }
private:
void _addThreat(Unit* victim, float threat);
HostileReference* iCurrentVictim;
Unit* iOwner;
uint32 iUpdateTimer;
ThreatContainer iThreatContainer;
ThreatContainer iThreatOfflineContainer;
};
//=================================================
namespace Trinity
{
// Binary predicate for sorting HostileReferences based on threat value
class ThreatOrderPred
{
public:
ThreatOrderPred(bool ascending = false) : m_ascending(ascending) { }
bool operator() (HostileReference const* a, HostileReference const* b) const
{
return m_ascending ? a->getThreat() < b->getThreat() : a->getThreat() > b->getThreat();
}
private:
const bool m_ascending;
};
}
#endif
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