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authorYehonal <yehonal.azeroth@gmail.com>2017-12-20 20:48:35 +0100
committerYehonal <yehonal.azeroth@gmail.com>2017-12-21 00:20:29 +0100
commit17332304fdf129076d0196010602350d5750c808 (patch)
treed161f8845df9e5c8ec0b149bd846646c2b112d49 /src/game/AI/ScriptedAI/ScriptedCreature.cpp
parent0fc4a6a153ca3a09ccb6e1311131b12a59c6cba3 (diff)
Using TC structure allowing easier patches importing
Diffstat (limited to 'src/game/AI/ScriptedAI/ScriptedCreature.cpp')
-rw-r--r--src/game/AI/ScriptedAI/ScriptedCreature.cpp667
1 files changed, 0 insertions, 667 deletions
diff --git a/src/game/AI/ScriptedAI/ScriptedCreature.cpp b/src/game/AI/ScriptedAI/ScriptedCreature.cpp
deleted file mode 100644
index 349b57eb57..0000000000
--- a/src/game/AI/ScriptedAI/ScriptedCreature.cpp
+++ /dev/null
@@ -1,667 +0,0 @@
-/*
- * Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license: http://github.com/azerothcore/azerothcore-wotlk/LICENSE-GPL2
- *
- *
- * This program is free software licensed under GPL version 2
- * Please see the included DOCS/LICENSE.TXT for more information */
-
-#include "ScriptedCreature.h"
-#include "Item.h"
-#include "Spell.h"
-#include "GridNotifiers.h"
-#include "GridNotifiersImpl.h"
-#include "Cell.h"
-#include "CellImpl.h"
-#include "ObjectMgr.h"
-#include "TemporarySummon.h"
-
-// Spell summary for ScriptedAI::SelectSpell
-struct TSpellSummary
-{
- uint8 Targets; // set of enum SelectTarget
- uint8 Effects; // set of enum SelectEffect
-} extern* SpellSummary;
-
-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 (StorageType::const_iterator i = storage_.begin(); i != storage_.end(); ++i)
- {
- Creature* summon = ObjectAccessor::GetCreature(*me, *i);
- if (summon && summon->GetEntry() == entry)
- return true;
- }
-
- return false;
-}
-
-uint32 SummonList::GetEntryCount(uint32 entry) const
-{
- uint32 count = 0;
- for (StorageType::const_iterator i = storage_.begin(); i != storage_.end(); ++i)
- {
- Creature* summon = ObjectAccessor::GetCreature(*me, *i);
- if (summon && summon->GetEntry() == entry)
- ++count;
- }
-
- return count;
-}
-
-void SummonList::Respawn()
-{
- for (StorageType::iterator i = storage_.begin(); i != storage_.end();)
- {
- if (Creature* summon = ObjectAccessor::GetCreature(*me, *i))
- {
- summon->Respawn(true);
- ++i;
- }
- else
- i = storage_.erase(i);
- }
-}
-
-Creature* SummonList::GetCreatureWithEntry(uint32 entry) const
-{
- for (StorageType::const_iterator i = storage_.begin(); i != storage_.end(); ++i)
- {
- if (Creature* summon = ObjectAccessor::GetCreature(*me, *i))
- if (summon->GetEntry() == entry)
- return summon;
- }
-
- return NULL;
-}
-
-ScriptedAI::ScriptedAI(Creature* creature) : CreatureAI(creature),
- me(creature),
- IsFleeing(false),
- _evadeCheckCooldown(2500),
- _isCombatMovementAllowed(true)
-{
- _isHeroic = me->GetMap()->IsHeroic();
- _difficulty = Difficulty(me->GetMap()->GetSpawnMode());
-}
-
-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
- if (!UpdateVictim())
- return;
-
- DoMeleeAttackIfReady();
-}
-
-void ScriptedAI::DoStartMovement(Unit* victim, float distance, float angle)
-{
- if (victim)
- me->GetMotionMaster()->MoveChase(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, triggered ? TRIGGERED_FULL_MASK : TRIGGERED_NONE);
-}
-
-void ScriptedAI::DoPlaySoundToSet(WorldObject* source, uint32 soundId)
-{
- if (!source)
- return;
-
- if (!sSoundEntriesStore.LookupEntry(soundId))
- {
- sLog->outError("TSCR: Invalid soundId %u used in DoPlaySoundToSet (Source: TypeId %u, GUID %u)", soundId, source->GetTypeId(), source->GetGUIDLow());
- return;
- }
-
- source->PlayDirectSound(soundId);
-}
-
-Creature* ScriptedAI::DoSpawnCreature(uint32 entry, float offsetX, float offsetY, float offsetZ, float angle, uint32 type, uint32 despawntime)
-{
- return me->SummonCreature(entry, me->GetPositionX() + offsetX, me->GetPositionY() + offsetY, me->GetPositionZ() + offsetZ, angle, TempSummonType(type), despawntime);
-}
-
-SpellInfo const* ScriptedAI::SelectSpell(Unit* target, uint32 school, uint32 mechanic, SelectTargetType targets, uint32 powerCostMin, uint32 powerCostMax, float rangeMin, float rangeMax, SelectEffect effects)
-{
- //No target so we can't cast
- if (!target)
- return NULL;
-
- //Silenced so we can't cast
- if (me->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SILENCED))
- return NULL;
-
- //Using the extended script system we first create a list of viable spells
- SpellInfo const* apSpell[CREATURE_MAX_SPELLS];
- memset(apSpell, 0, CREATURE_MAX_SPELLS * sizeof(SpellInfo*));
-
- uint32 spellCount = 0;
-
- SpellInfo const* tempSpell = NULL;
-
- //Check if each spell is viable(set it to null if not)
- for (uint32 i = 0; i < CREATURE_MAX_SPELLS; i++)
- {
- tempSpell = sSpellMgr->GetSpellInfo(me->m_spells[i]);
-
- //This spell doesn't exist
- if (!tempSpell)
- continue;
-
- // Targets and Effects checked first as most used restrictions
- //Check the spell targets if specified
- if (targets && !(SpellSummary[me->m_spells[i]].Targets & (1 << (targets-1))))
- continue;
-
- //Check the type of spell if we are looking for a specific spell type
- if (effects && !(SpellSummary[me->m_spells[i]].Effects & (1 << (effects-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;
-
- //Make sure that the spell uses the requested amount of power
- if (powerCostMin && tempSpell->ManaCost < powerCostMin)
- continue;
-
- if (powerCostMax && tempSpell->ManaCost > powerCostMax)
- continue;
-
- //Continue if we don't have the mana to actually cast this spell
- if (tempSpell->ManaCost > me->GetPower(Powers(tempSpell->PowerType)))
- 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 NULL;
-
- return apSpell[urand(0, spellCount - 1)];
-}
-
-void ScriptedAI::DoResetThreat()
-{
- if (!me->CanHaveThreatList() || me->getThreatManager().isThreatListEmpty())
- {
- sLog->outError("DoResetThreat called for creature that either cannot have threat list or has empty threat list (me entry = %d)", me->GetEntry());
- return;
- }
-
- me->getThreatManager().resetAllAggro();
-}
-
-float ScriptedAI::DoGetThreat(Unit* unit)
-{
- if (!unit)
- return 0.0f;
- return me->getThreatManager().getThreat(unit);
-}
-
-void ScriptedAI::DoModifyThreatPercent(Unit* unit, int32 pct)
-{
- if (!unit)
- return;
- me->getThreatManager().modifyThreatPercent(unit, pct);
-}
-
-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
- sLog->outError("TSCR: Creature " UI64FMTD " (Entry: %u) Tried to teleport non-player unit (Type: %u GUID: " UI64FMTD ") to x: %f y:%f z: %f o: %f. Aborted.", me->GetGUID(), me->GetEntry(), unit->GetTypeId(), unit->GetGUID(), x, y, z, o);
-}
-
-void ScriptedAI::DoTeleportAll(float x, float y, float z, float o)
-{
- Map* map = me->GetMap();
- if (!map->IsDungeon())
- return;
-
- Map::PlayerList const& PlayerList = map->GetPlayers();
- for (Map::PlayerList::const_iterator itr = PlayerList.begin(); itr != PlayerList.end(); ++itr)
- if (Player* player = itr->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 = NULL;
- Trinity::MostHPMissingInRange u_check(me, range, minHPDiff);
- Trinity::UnitLastSearcher<Trinity::MostHPMissingInRange> searcher(me, unit, u_check);
- me->VisitNearbyObject(range, searcher);
-
- return unit;
-}
-
-std::list<Creature*> ScriptedAI::DoFindFriendlyCC(float range)
-{
- std::list<Creature*> list;
- Trinity::FriendlyCCedInRange u_check(me, range);
- Trinity::CreatureListSearcher<Trinity::FriendlyCCedInRange> searcher(me, list, u_check);
- me->VisitNearbyObject(range, searcher);
- return list;
-}
-
-std::list<Creature*> ScriptedAI::DoFindFriendlyMissingBuff(float range, uint32 uiSpellid)
-{
- std::list<Creature*> list;
- Trinity::FriendlyMissingBuffInRange u_check(me, range, uiSpellid);
- Trinity::CreatureListSearcher<Trinity::FriendlyMissingBuffInRange> searcher(me, list, u_check);
- me->VisitNearbyObject(range, searcher);
- return list;
-}
-
-Player* ScriptedAI::GetPlayerAtMinimumRange(float minimumRange)
-{
- Player* player = NULL;
-
- CellCoord pair(Trinity::ComputeCellCoord(me->GetPositionX(), me->GetPositionY()));
- Cell cell(pair);
- cell.SetNoCreate();
-
- Trinity::PlayerAtMinimumRangeAway check(me, minimumRange);
- Trinity::PlayerSearcher<Trinity::PlayerAtMinimumRangeAway> searcher(me, player, check);
- TypeContainerVisitor<Trinity::PlayerSearcher<Trinity::PlayerAtMinimumRangeAway>, GridTypeMapContainer> visitor(searcher);
-
- cell.Visit(pair, visitor, *me->GetMap(), *me, 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->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 0, uint32(mainHand));
-
- if (offHand >= 0)
- me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 1, uint32(offHand));
-
- if (ranged >= 0)
- me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 2, uint32(ranged));
-}
-
-void ScriptedAI::SetCombatMovement(bool allowMovement)
-{
- _isCombatMovementAllowed = allowMovement;
-}
-
-enum eNPCs
-{
- NPC_BROODLORD = 12017,
- NPC_JAN_ALAI = 23578,
- NPC_SARTHARION = 28860,
- NPC_FREYA = 32906,
-};
-
-bool ScriptedAI::EnterEvadeIfOutOfCombatArea()
-{
- if (me->IsInEvadeMode() || !me->IsInCombat())
- return false;
-
- if (_evadeCheckCooldown == time(NULL))
- return false;
- _evadeCheckCooldown = time(NULL);
-
- if (!CheckEvadeIfOutOfCombatArea())
- return false;
-
- EnterEvadeMode();
- return true;
-}
-
-Player* ScriptedAI::SelectTargetFromPlayerList(float maxdist, uint32 excludeAura, bool mustBeInLOS) const
-{
- Map::PlayerList const& pList = me->GetMap()->GetPlayers();
- std::vector<Player*> tList;
- for(Map::PlayerList::const_iterator itr = pList.begin(); itr != pList.end(); ++itr)
- {
- if (me->GetDistance(itr->GetSource()) > maxdist || !itr->GetSource()->IsAlive() || itr->GetSource()->IsGameMaster())
- continue;
- if (excludeAura && itr->GetSource()->HasAura(excludeAura))
- continue;
- if (mustBeInLOS && !me->IsWithinLOSInMap(itr->GetSource()))
- continue;
- tList.push_back(itr->GetSource());
- }
- if (!tList.empty())
- return tList[urand(0,tList.size()-1)];
- else
- return NULL;
-}
-
-// BossAI - for instanced bosses
-
-BossAI::BossAI(Creature* creature, uint32 bossId) : ScriptedAI(creature),
- instance(creature->GetInstanceScript()),
- summons(creature),
- _boundary(instance ? instance->GetBossBoundary(bossId) : NULL),
- _bossId(bossId)
-{
-}
-
-void BossAI::_Reset()
-{
- if (!me->IsAlive())
- return;
-
- me->ResetLootMode();
- events.Reset();
- summons.DespawnAll();
- if (instance)
- instance->SetBossState(_bossId, NOT_STARTED);
-}
-
-void BossAI::_JustDied()
-{
- events.Reset();
- summons.DespawnAll();
- if (instance)
- {
- instance->SetBossState(_bossId, DONE);
- instance->SaveToDB();
- }
-}
-
-void BossAI::_EnterCombat()
-{
- me->setActive(true);
- DoZoneInCombat();
- if (instance)
- {
- // bosses do not respawn, check only on enter combat
- if (!instance->CheckRequiredBosses(_bossId))
- {
- EnterEvadeMode();
- return;
- }
- instance->SetBossState(_bossId, IN_PROGRESS);
- }
-}
-
-void BossAI::TeleportCheaters()
-{
- float x, y, z;
- me->GetPosition(x, y, z);
-
- ThreatContainer::StorageType threatList = me->getThreatManager().getThreatList();
- for (ThreatContainer::StorageType::const_iterator itr = threatList.begin(); itr != threatList.end(); ++itr)
- if (Unit* target = (*itr)->getTarget())
- if (target->GetTypeId() == TYPEID_PLAYER && !CheckBoundary(target))
- target->NearTeleportTo(x, y, z, 0);
-}
-
-bool BossAI::CheckBoundary(Unit* who)
-{
- if (!GetBoundary() || !who)
- return true;
-
- for (BossBoundaryMap::const_iterator itr = GetBoundary()->begin(); itr != GetBoundary()->end(); ++itr)
- {
- switch (itr->first)
- {
- case BOUNDARY_N:
- if (who->GetPositionX() > itr->second)
- return false;
- break;
- case BOUNDARY_S:
- if (who->GetPositionX() < itr->second)
- return false;
- break;
- case BOUNDARY_E:
- if (who->GetPositionY() < itr->second)
- return false;
- break;
- case BOUNDARY_W:
- if (who->GetPositionY() > itr->second)
- return false;
- break;
- case BOUNDARY_NW:
- if (who->GetPositionX() + who->GetPositionY() > itr->second)
- return false;
- break;
- case BOUNDARY_SE:
- if (who->GetPositionX() + who->GetPositionY() < itr->second)
- return false;
- break;
- case BOUNDARY_NE:
- if (who->GetPositionX() - who->GetPositionY() > itr->second)
- return false;
- break;
- case BOUNDARY_SW:
- if (who->GetPositionX() - who->GetPositionY() < itr->second)
- return false;
- break;
- default:
- break;
- }
- }
-
- return true;
-}
-
-void BossAI::JustSummoned(Creature* summon)
-{
- summons.Summon(summon);
- if (me->IsInCombat())
- 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);
-
- DoMeleeAttackIfReady();
-}
-
-// WorldBossAI - for non-instanced bosses
-
-WorldBossAI::WorldBossAI(Creature* creature) :
- ScriptedAI(creature),
- summons(creature)
-{
-}
-
-void WorldBossAI::_Reset()
-{
- if (!me->IsAlive())
- return;
-
- events.Reset();
- summons.DespawnAll();
-}
-
-void WorldBossAI::_JustDied()
-{
- events.Reset();
- summons.DespawnAll();
-}
-
-void WorldBossAI::_EnterCombat()
-{
- Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0, 0.0f, true);
- if (target)
- AttackStart(target);
-}
-
-void WorldBossAI::JustSummoned(Creature* summon)
-{
- summons.Summon(summon);
- Unit* target = SelectTarget(SELECT_TARGET_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);
-
- DoMeleeAttackIfReady();
-}
-
-// SD2 grid searchers.
-Creature* GetClosestCreatureWithEntry(WorldObject* source, uint32 entry, float maxSearchRange, bool alive /*= true*/)
-{
- return source->FindNearestCreature(entry, maxSearchRange, alive);
-}
-
-GameObject* GetClosestGameObjectWithEntry(WorldObject* source, uint32 entry, float maxSearchRange)
-{
- return source->FindNearestGameObject(entry, maxSearchRange);
-}
-
-void GetCreatureListWithEntryInGrid(std::list<Creature*>& list, WorldObject* source, uint32 entry, float maxSearchRange)
-{
- source->GetCreatureListWithEntryInGrid(list, entry, maxSearchRange);
-}
-
-void GetGameObjectListWithEntryInGrid(std::list<GameObject*>& list, WorldObject* source, uint32 entry, float maxSearchRange)
-{
- source->GetGameObjectListWithEntryInGrid(list, entry, maxSearchRange);
-}