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diff --git a/src/server/game/AI/CreatureAI.cpp b/src/server/game/AI/CreatureAI.cpp
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+/*
+ * Copyright (C)
+ * Copyright (C)
+ *
+ * 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 "CreatureAI.h"
+#include "CreatureAIImpl.h"
+#include "Creature.h"
+#include "World.h"
+#include "SpellMgr.h"
+#include "Vehicle.h"
+#include "Log.h"
+#include "MapReference.h"
+#include "Player.h"
+#include "CreatureTextMgr.h"
+
+//Disable CreatureAI when charmed
+void CreatureAI::OnCharmed(bool /*apply*/)
+{
+ //me->IsAIEnabled = !apply;*/
+ me->NeedChangeAI = true;
+ me->IsAIEnabled = false;
+}
+
+AISpellInfoType* UnitAI::AISpellInfo;
+AISpellInfoType* GetAISpellInfo(uint32 i) { return &CreatureAI::AISpellInfo[i]; }
+
+void CreatureAI::Talk(uint8 id, WorldObject const* whisperTarget /*= NULL*/)
+{
+ sCreatureTextMgr->SendChat(me, id, whisperTarget);
+}
+
+void CreatureAI::DoZoneInCombat(Creature* creature /*= NULL*/, float maxRangeToNearestTarget /* = 50.0f*/)
+{
+ if (!creature)
+ creature = me;
+
+ if (!creature->CanHaveThreatList())
+ return;
+
+ Map* map = creature->GetMap();
+ if (!map->IsDungeon()) //use IsDungeon instead of Instanceable, in case battlegrounds will be instantiated
+ {
+ sLog->outError("DoZoneInCombat call for map that isn't an instance (creature entry = %d)", creature->GetTypeId() == TYPEID_UNIT ? creature->ToCreature()->GetEntry() : 0);
+ return;
+ }
+
+ // Xinef: Skip creatures in evade mode
+ if (!creature->HasReactState(REACT_PASSIVE) && !creature->GetVictim() && !creature->IsInEvadeMode())
+ {
+ if (Unit* nearTarget = creature->SelectNearestTarget(maxRangeToNearestTarget))
+ creature->AI()->AttackStart(nearTarget);
+ else if (creature->IsSummon())
+ {
+ if (Unit* summoner = creature->ToTempSummon()->GetSummoner())
+ {
+ Unit* target = summoner->getAttackerForHelper();
+ if (!target && summoner->CanHaveThreatList() && !summoner->getThreatManager().isThreatListEmpty())
+ target = summoner->getThreatManager().getHostilTarget();
+ if (target && (creature->IsFriendlyTo(summoner) || creature->IsHostileTo(target)))
+ creature->AI()->AttackStart(target);
+ }
+ }
+ }
+
+ if (!creature->HasReactState(REACT_PASSIVE) && !creature->GetVictim())
+ {
+ sLog->outError("DoZoneInCombat called for creature that has empty threat list (creature entry = %u)", creature->GetEntry());
+ return;
+ }
+
+ Map::PlayerList const& playerList = map->GetPlayers();
+
+ if (playerList.isEmpty())
+ return;
+
+ for (Map::PlayerList::const_iterator itr = playerList.begin(); itr != playerList.end(); ++itr)
+ {
+ if (Player* player = itr->GetSource())
+ {
+ if (player->IsGameMaster())
+ continue;
+
+ if (player->IsAlive())
+ {
+ creature->SetInCombatWith(player);
+ player->SetInCombatWith(creature);
+ creature->AddThreat(player, 0.0f);
+ }
+
+ /* Causes certain things to never leave the threat list (Priest Lightwell, etc):
+ for (Unit::ControlSet::const_iterator itr = player->m_Controlled.begin(); itr != player->m_Controlled.end(); ++itr)
+ {
+ creature->SetInCombatWith(*itr);
+ (*itr)->SetInCombatWith(creature);
+ creature->AddThreat(*itr, 0.0f);
+ }*/
+ }
+ }
+}
+
+// scripts does not take care about MoveInLineOfSight loops
+// MoveInLineOfSight can be called inside another MoveInLineOfSight and cause stack overflow
+void CreatureAI::MoveInLineOfSight_Safe(Unit* who)
+{
+ if (m_MoveInLineOfSight_locked == true)
+ return;
+ m_MoveInLineOfSight_locked = true;
+ MoveInLineOfSight(who);
+ m_MoveInLineOfSight_locked = false;
+}
+
+void CreatureAI::MoveInLineOfSight(Unit* who)
+{
+ if (me->GetVictim())
+ return;
+
+ // pussywizard: civilian, non-combat pet or any other NOT HOSTILE TO ANYONE (!)
+ if (me->IsMoveInLineOfSightDisabled())
+ if (me->GetCreatureType() == CREATURE_TYPE_NON_COMBAT_PET || // nothing more to do, return
+ !who->IsInCombat() || // if not in combat, nothing more to do
+ !me->IsWithinDist(who, ATTACK_DISTANCE)) // if in combat and in dist - neutral to all can actually assist other creatures
+ return;
+
+ if (me->CanStartAttack(who))
+ AttackStart(who);
+}
+
+void CreatureAI::EnterEvadeMode()
+{
+ if (!_EnterEvadeMode())
+ return;
+
+ ;//sLog->outDebug(LOG_FILTER_UNITS, "Creature %u enters evade mode.", me->GetEntry());
+
+ if (!me->GetVehicle()) // otherwise me will be in evade mode forever
+ {
+ if (Unit* owner = me->GetCharmerOrOwner())
+ {
+ me->GetMotionMaster()->Clear(false);
+ me->GetMotionMaster()->MoveFollow(owner, PET_FOLLOW_DIST, me->GetFollowAngle(), MOTION_SLOT_ACTIVE);
+ }
+ else
+ {
+ // Required to prevent attacking creatures that are evading and cause them to reenter combat
+ // Does not apply to MoveFollow
+ me->AddUnitState(UNIT_STATE_EVADE);
+ me->GetMotionMaster()->MoveTargetedHome();
+ }
+ }
+
+ Reset();
+
+ if (me->IsVehicle()) // use the same sequence of addtoworld, aireset may remove all summons!
+ me->GetVehicleKit()->Reset(true);
+}
+
+/*void CreatureAI::AttackedBy(Unit* attacker)
+{
+ if (!me->GetVictim())
+ AttackStart(attacker);
+}*/
+
+void CreatureAI::SetGazeOn(Unit* target)
+{
+ if (me->IsValidAttackTarget(target))
+ {
+ AttackStart(target);
+ me->SetReactState(REACT_PASSIVE);
+ }
+}
+
+bool CreatureAI::UpdateVictimWithGaze()
+{
+ if (!me->IsInCombat())
+ return false;
+
+ if (me->HasReactState(REACT_PASSIVE))
+ {
+ if (me->GetVictim())
+ return true;
+ else
+ me->SetReactState(REACT_AGGRESSIVE);
+ }
+
+ if (Unit* victim = me->SelectVictim())
+ AttackStart(victim);
+ return me->GetVictim();
+}
+
+bool CreatureAI::UpdateVictim()
+{
+ if (!me->IsInCombat())
+ return false;
+
+ if (!me->HasReactState(REACT_PASSIVE))
+ {
+ if (Unit* victim = me->SelectVictim())
+ AttackStart(victim);
+ return me->GetVictim();
+ }
+ // xinef: if we have any victim, just return true
+ else if (me->GetVictim() && me->GetExactDist(me->GetVictim()) < 30.0f)
+ return true;
+ else if (me->getThreatManager().isThreatListEmpty())
+ {
+ EnterEvadeMode();
+ return false;
+ }
+
+ return true;
+}
+
+bool CreatureAI::_EnterEvadeMode()
+{
+ if (!me->IsAlive())
+ return false;
+
+ // don't remove vehicle auras, passengers aren't supposed to drop off the vehicle
+ // don't remove clone caster on evade (to be verified)
+ me->RemoveEvadeAuras();
+
+ // sometimes bosses stuck in combat?
+ me->DeleteThreatList();
+ me->CombatStop(true);
+ me->LoadCreaturesAddon(true);
+ me->SetLootRecipient(NULL);
+ me->ResetPlayerDamageReq();
+ me->SetLastDamagedTime(0);
+
+ if (me->IsInEvadeMode())
+ return false;
+
+ return true;
+}
+
+Creature* CreatureAI::DoSummon(uint32 entry, const Position& pos, uint32 despawnTime, TempSummonType summonType)
+{
+ return me->SummonCreature(entry, pos, summonType, despawnTime);
+}
+
+Creature* CreatureAI::DoSummon(uint32 entry, WorldObject* obj, float radius, uint32 despawnTime, TempSummonType summonType)
+{
+ Position pos;
+ obj->GetRandomNearPosition(pos, radius);
+ return me->SummonCreature(entry, pos, summonType, despawnTime);
+}
+
+Creature* CreatureAI::DoSummonFlyer(uint32 entry, WorldObject* obj, float flightZ, float radius, uint32 despawnTime, TempSummonType summonType)
+{
+ Position pos;
+ obj->GetRandomNearPosition(pos, radius);
+ pos.m_positionZ += flightZ;
+ return me->SummonCreature(entry, pos, summonType, despawnTime);
+}