diff options
| author | Yehonal <yehonal.azeroth@gmail.com> | 2017-12-20 20:48:35 +0100 |
|---|---|---|
| committer | Yehonal <yehonal.azeroth@gmail.com> | 2017-12-21 00:20:29 +0100 |
| commit | 17332304fdf129076d0196010602350d5750c808 (patch) | |
| tree | d161f8845df9e5c8ec0b149bd846646c2b112d49 /src/game/AI/ScriptedAI/ScriptedCreature.cpp | |
| parent | 0fc4a6a153ca3a09ccb6e1311131b12a59c6cba3 (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.cpp | 667 |
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); -} |
