/*
* This file is part of the AzerothCore 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 .
*/
#include "PetAI.h"
#include "CharmInfo.h"
#include "Creature.h"
#include "Errors.h"
#include "Group.h"
#include "ObjectAccessor.h"
#include "Pet.h"
#include "Player.h"
#include "Spell.h"
#include "SpellAuraEffects.h"
#include "SpellInfo.h"
#include "SpellMgr.h"
#include "Util.h"
int32 PetAI::Permissible(Creature const* creature)
{
if (creature->HasUnitTypeMask(UNIT_MASK_CONTROLLABLE_GUARDIAN))
{
if (reinterpret_cast(creature)->GetOwner()->IsPlayer())
return PERMIT_BASE_PROACTIVE;
return PERMIT_BASE_REACTIVE;
}
return PERMIT_BASE_NO;
}
PetAI::PetAI(Creature* c) : CreatureAI(c), i_tracker(TIME_INTERVAL_LOOK)
{
UpdateAllies();
}
bool PetAI::_needToStop()
{
// This is needed for charmed creatures, as once their target was reset other effects can trigger threat
if (me->IsCharmed() && me->GetVictim() == me->GetCharmer())
return true;
// xinef: dont allow to follow targets out of visibility range
if (me->GetExactDist(me->GetVictim()) > me->GetVisibilityRange() - 5.0f)
return true;
// dont allow pets to follow targets far away from owner
if (Unit* owner = me->GetCharmerOrOwner())
if (owner->GetExactDist(me) >= (owner->GetVisibilityRange() - 10.0f))
return true;
return !me->CanCreatureAttack(me->GetVictim());
}
void PetAI::PetStopAttack()
{
_stopAttack();
}
void PetAI::_stopAttack()
{
if (!me->IsAlive())
{
LOG_DEBUG("entities.unit.ai", "Creature stoped attacking cuz his dead [{}]", me->GetGUID().ToString());
me->GetMotionMaster()->Clear();
me->GetMotionMaster()->MoveIdle();
me->CombatStop();
me->getHostileRefMgr().deleteReferences();
return;
}
me->AttackStop();
me->InterruptNonMeleeSpells(false);
me->GetCharmInfo()->SetIsCommandAttack(false);
ClearCharmInfoFlags();
HandleReturnMovement();
}
void PetAI::_doMeleeAttack()
{
// Xinef: Imps cannot attack with melee
if (!_canMeleeAttack())
return;
DoMeleeAttackIfReady();
}
bool PetAI::_canMeleeAttack()
{
combatRange = 0.f;
switch (me->GetEntry())
{
case ENTRY_IMP:
case ENTRY_WATER_ELEMENTAL:
case ENTRY_WATER_ELEMENTAL_PERM:
{
for (uint8 i = 0; i < me->GetPetAutoSpellSize(); ++i)
{
uint32 spellID = me->GetPetAutoSpellOnPos(i);
switch (spellID)
{
case IMP_FIREBOLT_RANK_1:
case IMP_FIREBOLT_RANK_2:
case IMP_FIREBOLT_RANK_3:
case IMP_FIREBOLT_RANK_4:
case IMP_FIREBOLT_RANK_5:
case IMP_FIREBOLT_RANK_6:
case IMP_FIREBOLT_RANK_7:
case IMP_FIREBOLT_RANK_8:
case IMP_FIREBOLT_RANK_9:
case WATER_ELEMENTAL_WATERBOLT_1:
case WATER_ELEMENTAL_WATERBOLT_2:
{
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellID);
int32 mana = me->GetPower(POWER_MANA);
if (mana >= spellInfo->CalcPowerCost(me, spellInfo->GetSchoolMask()))
{
combatRange = spellInfo->GetMaxRange();
return true;
}
}
default:
break;
}
}
return false;
}
default:
break;
}
return true;
}
void PetAI::UpdateAI(uint32 diff)
{
if (!me->IsAlive() || !me->GetCharmInfo())
return;
Unit* owner = me->GetCharmerOrOwner();
if (m_updateAlliesTimer <= diff)
// UpdateAllies self set update timer
UpdateAllies();
else
m_updateAlliesTimer -= diff;
if (me->GetVictim() && me->GetVictim()->IsAlive())
{
// is only necessary to stop casting, the pet must not exit combat
if (me->GetVictim()->HasBreakableByDamageCrowdControlAura(me))
{
me->InterruptNonMeleeSpells(false);
return;
}
if (_needToStop())
{
LOG_DEBUG("entities.unit.ai", "Pet AI stopped attacking [{}]", me->GetGUID().ToString());
_stopAttack();
return;
}
// Check before attacking to prevent pets from leaving stay position
if (me->GetCharmInfo()->HasCommandState(COMMAND_STAY))
{
if (me->GetCharmInfo()->IsCommandAttack() || (me->GetCharmInfo()->IsAtStay() && me->IsWithinMeleeRange(me->GetVictim())))
_doMeleeAttack();
}
else
_doMeleeAttack();
}
else if (!me->GetCharmInfo() || (!me->GetCharmInfo()->GetForcedSpell() && !(me->IsPet() && me->ToPet()->HasTempSpell()) && !me->HasUnitState(UNIT_STATE_CASTING)))
{
if (me->HasReactState(REACT_AGGRESSIVE) || me->GetCharmInfo()->IsAtStay())
{
// Every update we need to check targets only in certain cases
// Aggressive - Allow auto select if owner or pet don't have a target
// Stay - Only pick from pet or owner targets / attackers so targets won't run by
// while chasing our owner. Don't do auto select.
// All other cases (ie: defensive) - Targets are assigned by AttackedBy(), OwnerAttackedBy(), OwnerAttacked(), etc.
Unit* nextTarget = SelectNextTarget(me->HasReactState(REACT_AGGRESSIVE));
if (nextTarget)
AttackStart(nextTarget);
else
HandleReturnMovement();
}
else
HandleReturnMovement();
}
// xinef: charm info must be always available
if (!me->GetCharmInfo())
return;
// Autocast (casted only in combat or persistent spells in any state)
if (!me->HasUnitState(UNIT_STATE_CASTING))
{
if (owner && owner->IsPlayer() && me->GetCharmInfo()->GetForcedSpell() && me->GetCharmInfo()->GetForcedTarget())
{
owner->ToPlayer()->GetSession()->HandlePetActionHelper(me, me->GetGUID(), std::abs(me->GetCharmInfo()->GetForcedSpell()), ACT_ENABLED, me->GetCharmInfo()->GetForcedTarget());
// xinef: if spell was casted properly and we are in passive mode, handle return
if (!me->GetCharmInfo()->GetForcedSpell() && me->HasReactState(REACT_PASSIVE))
{
if (me->HasUnitState(UNIT_STATE_CASTING))
{
me->GetMotionMaster()->Clear(false);
me->StopMoving();
}
else
_stopAttack();
}
return;
}
// xinef: dont allow ghouls to cast spells below 75 energy
if (me->IsPet() && me->ToPet()->IsPetGhoul() && me->GetPower(POWER_ENERGY) < 75)
return;
typedef std::vector > TargetSpellList;
TargetSpellList targetSpellStore;
for (uint8 i = 0; i < me->GetPetAutoSpellSize(); ++i)
{
uint32 spellID = me->GetPetAutoSpellOnPos(i);
if (!spellID)
continue;
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellID);
if (!spellInfo)
continue;
if (me->GetCharmInfo()->GetGlobalCooldownMgr().HasGlobalCooldown(spellInfo))
continue;
// check spell cooldown, this should be checked in CheckCast...
if (me->HasSpellCooldown(spellInfo->Id))
continue;
if (spellInfo->IsPositive())
{
if (spellInfo->CanBeUsedInCombat())
{
// Check if we're in combat or commanded to attack (exlude auras with infinity duration)
if (!me->IsInCombat() && spellInfo->GetMaxDuration() != -1 && !me->IsPetInCombat())
{
continue;
}
}
Spell* spell = new Spell(me, spellInfo, TRIGGERED_NONE);
spell->LoadScripts(); // xinef: load for CanAutoCast (calling CheckPetCast)
bool spellUsed = false;
// Some spells can target enemy or friendly (DK Ghoul's Leap)
// Check for enemy first (pet then owner)
Unit* target = me->getAttackerForHelper();
if (!target && owner)
target = owner->getAttackerForHelper();
if (target)
{
if (CanAttack(target) && spell->CanAutoCast(target))
{
targetSpellStore.emplace_back(target, spell);
spellUsed = true;
}
}
if (spellInfo->HasEffect(SPELL_EFFECT_JUMP_DEST))
{
if (!spellUsed)
delete spell;
continue; // Pets must only jump to target
}
// No enemy, check friendly
if (!spellUsed)
{
for (ObjectGuid const& guid : m_AllySet)
{
Unit* ally = ObjectAccessor::GetUnit(*me, guid);
//only buff targets that are in combat, unless the spell can only be cast while out of combat
if (!ally)
continue;
if (spell->CanAutoCast(ally))
{
targetSpellStore.emplace_back(ally, spell);
spellUsed = true;
break;
}
}
}
// No valid targets at all
if (!spellUsed)
delete spell;
}
else if (me->GetVictim() && CanAttack(me->GetVictim(), spellInfo) && spellInfo->CanBeUsedInCombat())
{
Spell* spell = new Spell(me, spellInfo, TRIGGERED_NONE);
if (spell->CanAutoCast(me->GetVictim()))
targetSpellStore.emplace_back(me->GetVictim(), spell);
else
delete spell;
}
}
//found units to cast on to
if (!targetSpellStore.empty())
{
uint32 index = urand(0, targetSpellStore.size() - 1);
Spell* spell = targetSpellStore[index].second;
Unit* target = targetSpellStore[index].first;
targetSpellStore.erase(targetSpellStore.begin() + index);
SpellCastTargets targets;
targets.SetUnitTarget(target);
if (!me->HasInArc(M_PI, target))
{
me->SetInFront(target);
if (target && target->IsPlayer())
me->SendUpdateToPlayer(target->ToPlayer());
if (owner && owner->IsPlayer())
me->SendUpdateToPlayer(owner->ToPlayer());
}
me->AddSpellCooldown(spell->m_spellInfo->Id, 0, 0);
spell->prepare(&targets);
}
// deleted cached Spell objects
for (TargetSpellList::const_iterator itr = targetSpellStore.begin(); itr != targetSpellStore.end(); ++itr)
delete itr->second;
}
}
void PetAI::UpdateAllies()
{
Unit* owner = me->GetCharmerOrOwner();
Group* group = nullptr;
m_updateAlliesTimer = 10 * IN_MILLISECONDS; //update friendly targets every 10 seconds, lesser checks increase performance
if (!owner)
return;
else if (owner->IsPlayer())
group = owner->ToPlayer()->GetGroup();
//only pet and owner/not in group->ok
if (m_AllySet.size() == 2 && !group)
return;
//owner is in group; group members filled in already (no raid -> subgroupcount = whole count)
if (group && !group->isRaidGroup() && m_AllySet.size() == (group->GetMembersCount() + 2))
return;
m_AllySet.clear();
m_AllySet.insert(me->GetGUID());
if (group) //add group
{
for (GroupReference* itr = group->GetFirstMember(); itr != nullptr; itr = itr->next())
{
Player* Target = itr->GetSource();
if (!Target || !Target->IsInMap(owner) || !group->SameSubGroup(owner->ToPlayer(), Target))
continue;
if (Target->GetGUID() == owner->GetGUID())
continue;
m_AllySet.insert(Target->GetGUID());
}
}
else //remove group
m_AllySet.insert(owner->GetGUID());
}
void PetAI::KilledUnit(Unit* victim)
{
// Called from Unit::Kill() in case where pet or owner kills something
// if owner killed this victim, pet may still be attacking something else
if (me->GetVictim() && me->GetVictim() != victim)
return;
// Xinef: if pet is channeling a spell and owner killed something different, dont interrupt it
if (me->HasUnitState(UNIT_STATE_CASTING) && me->GetGuidValue(UNIT_FIELD_CHANNEL_OBJECT) && me->GetGuidValue(UNIT_FIELD_CHANNEL_OBJECT) != victim->GetGUID())
return;
// Clear target just in case. May help problem where health / focus / mana
// regen gets stuck. Also resets attack command.
// Can't use _stopAttack() because that activates movement handlers and ignores
// next target selection
me->AttackStop();
me->InterruptNonMeleeSpells(false);
// Before returning to owner, see if there are more things to attack
if (Unit* nextTarget = SelectNextTarget(false))
AttackStart(nextTarget);
else
HandleReturnMovement(); // Return
}
void PetAI::AttackStart(Unit* target)
{
// Overrides Unit::AttackStart to correctly evaluate Pet states
// Check all pet states to decide if we can attack this target
if (!CanAttack(target))
return;
// Only chase if not commanded to stay or if stay but commanded to attack
DoAttack(target, (!me->GetCharmInfo()->HasCommandState(COMMAND_STAY) || me->GetCharmInfo()->IsCommandAttack()));
}
void PetAI::OwnerAttackedBy(Unit* attacker)
{
// Called when owner takes damage. This function helps keep pets from running off
// simply due to owner gaining aggro.
if (!attacker)
return;
// Passive pets don't do anything
if (me->HasReactState(REACT_PASSIVE))
return;
// Prevent pet from disengaging from current target
if (me->GetVictim() && me->GetVictim()->IsAlive())
return;
// Continue to evaluate and attack if necessary
AttackStart(attacker);
}
void PetAI::OwnerAttacked(Unit* target)
{
// Called when owner attacks something. Allows defensive pets to know
// that they need to assist
// Target might be nullptr if called from spell with invalid cast targets
if (!target)
return;
// Passive pets don't do anything
if (me->HasReactState(REACT_PASSIVE))
return;
// Prevent pet from disengaging from current target
if (me->GetVictim() && me->GetVictim()->IsAlive())
return;
// Continue to evaluate and attack if necessary
AttackStart(target);
}
Unit* PetAI::SelectNextTarget(bool allowAutoSelect) const
{
// Provides next target selection after current target death.
// This function should only be called internally by the AI
// Targets are not evaluated here for being valid targets, that is done in _CanAttack()
// The parameter: allowAutoSelect lets us disable aggressive pet auto targeting for certain situations
// Passive pets don't do next target selection
if (me->HasReactState(REACT_PASSIVE))
return nullptr;
// Check pet attackers first so we don't drag a bunch of targets to the owner
if (Unit* myAttacker = me->getAttackerForHelper())
if (!myAttacker->HasBreakableByDamageCrowdControlAura() && me->CanCreatureAttack(myAttacker))
return myAttacker;
// Check pet's attackers first to prevent dragging mobs back to owner
if (me->HasTauntAura())
{
const Unit::AuraEffectList& tauntAuras = me->GetAuraEffectsByType(SPELL_AURA_MOD_TAUNT);
if (!tauntAuras.empty())
for (Unit::AuraEffectList::const_reverse_iterator itr = tauntAuras.rbegin(); itr != tauntAuras.rend(); ++itr)
if (Unit* caster = (*itr)->GetCaster())
if (me->CanCreatureAttack(caster) && !caster->HasAuraTypeWithCaster(SPELL_AURA_IGNORED, me->GetGUID()))
return caster;
}
// Not sure why we wouldn't have an owner but just in case...
Unit* owner = me->GetCharmerOrOwner();
if (!owner)
return nullptr;
// Check owner attackers
if (Unit* ownerAttacker = owner->getAttackerForHelper())
if (!ownerAttacker->HasBreakableByDamageCrowdControlAura() && me->CanCreatureAttack(ownerAttacker))
return ownerAttacker;
// Check owner victim
// 3.0.2 - Pets now start attacking their owners victim in defensive mode as soon as the hunter does
if (Unit* ownerVictim = owner->GetVictim())
if (me->CanCreatureAttack(ownerVictim))
return ownerVictim;
// Neither pet or owner had a target and aggressive pets can pick any target
// To prevent aggressive pets from chain selecting targets and running off, we
// only select a random target if certain conditions are met.
if (allowAutoSelect)
{
if (!me->GetCharmInfo()->IsReturning() || me->GetCharmInfo()->IsFollowing() || me->GetCharmInfo()->IsAtStay())
{
if (Unit* nearTarget = me->ToCreature()->SelectNearestTargetInAttackDistance(MAX_AGGRO_RADIUS))
{
if (nearTarget->IsPlayer() && nearTarget->ToPlayer()->IsPvP() && !owner->IsPvP()) // If owner is not PvP flagged and target is PvP flagged, do not attack
{
return nullptr; /// @todo: try for another target
}
else
{
return nearTarget;
}
}
}
}
// Default - no valid targets
return nullptr;
}
void PetAI::HandleReturnMovement()
{
// Handles moving the pet back to stay or owner
// Prevent activating movement when under control of spells
// such as "Eyes of the Beast"
if (me->isPossessed())
return;
if (me->GetCharmInfo()->HasCommandState(COMMAND_STAY))
{
if (!me->GetCharmInfo()->IsAtStay() && !me->GetCharmInfo()->IsReturning())
{
if (me->GetCharmInfo()->HasStayPosition())
{
// Return to previous position where stay was clicked
if (me->GetMotionMaster()->GetMotionSlotType(MOTION_SLOT_CONTROLLED) == NULL_MOTION_TYPE)
{
float x, y, z;
me->GetCharmInfo()->GetStayPosition(x, y, z);
ClearCharmInfoFlags();
me->GetCharmInfo()->SetIsReturning(true);
me->GetMotionMaster()->Clear();
me->GetMotionMaster()->MovePoint(me->GetGUID().GetCounter(), x, y, z);
}
}
}
}
else // COMMAND_FOLLOW
{
if (!me->GetCharmInfo()->IsFollowing() && !me->GetCharmInfo()->IsReturning())
{
if (me->GetMotionMaster()->GetMotionSlotType(MOTION_SLOT_CONTROLLED) == NULL_MOTION_TYPE)
{
ClearCharmInfoFlags();
me->GetCharmInfo()->SetIsReturning(true);
me->GetMotionMaster()->Clear();
me->GetMotionMaster()->MoveFollow(me->GetCharmerOrOwner(), PET_FOLLOW_DIST, me->GetFollowAngle());
}
}
}
me->GetCharmInfo()->SetForcedSpell(0);
me->GetCharmInfo()->SetForcedTargetGUID();
// xinef: remember that npcs summoned by npcs can also be pets
me->GetThreatMgr().ClearAllThreat();
me->ClearInPetCombat();
}
void PetAI::SpellHit(Unit* caster, SpellInfo const* spellInfo)
{
// Xinef: taunt behavior code
if (spellInfo->HasAura(SPELL_AURA_MOD_TAUNT) && !me->HasReactState(REACT_PASSIVE))
{
me->GetCharmInfo()->SetForcedSpell(0);
me->GetCharmInfo()->SetForcedTargetGUID();
if (CanAttack(caster, spellInfo))
{
// Only chase if not commanded to stay or if stay but commanded to attack
DoAttack(caster, (!me->GetCharmInfo()->HasCommandState(COMMAND_STAY) || me->GetCharmInfo()->IsCommandAttack()));
}
}
}
void PetAI::DoAttack(Unit* target, bool chase)
{
// Handles attack with or without chase and also resets flags
// for next update / creature kill
if (me->Attack(target, true))
{
// xinef: properly fix fake combat after pet is sent to attack
if (Unit* owner = me->GetOwner())
owner->SetUnitFlag(UNIT_FLAG_PET_IN_COMBAT);
me->SetUnitFlag(UNIT_FLAG_PET_IN_COMBAT);
// Play sound to let the player know the pet is attacking something it picked on its own
if (me->HasReactState(REACT_AGGRESSIVE) && !me->GetCharmInfo()->IsCommandAttack())
me->SendPetAIReaction(me->GetGUID());
if (chase)
{
bool oldCmdAttack = me->GetCharmInfo()->IsCommandAttack(); // This needs to be reset after other flags are cleared
ClearCharmInfoFlags();
me->GetCharmInfo()->SetIsCommandAttack(oldCmdAttack); // For passive pets commanded to attack so they will use spells
if (_canMeleeAttack())
{
float angle = combatRange == 0.f && !target->IsPlayer() && !target->IsPet() ? float(M_PI) : 0.f;
float tolerance = combatRange == 0.f ? float(M_PI_4) : float(M_PI * 2);
me->GetMotionMaster()->MoveChase(target, ChaseRange(0.f, combatRange), ChaseAngle(angle, tolerance));
}
}
else // (Stay && ((Aggressive || Defensive) && In Melee Range)))
{
ClearCharmInfoFlags();
me->GetCharmInfo()->SetIsAtStay(true);
me->GetMotionMaster()->MovementExpiredOnSlot(MOTION_SLOT_ACTIVE, false);
me->GetMotionMaster()->MoveIdle();
}
}
}
void PetAI::MovementInform(uint32 moveType, uint32 data)
{
// Receives notification when pet reaches stay or follow owner
switch (moveType)
{
case POINT_MOTION_TYPE:
{
// Pet is returning to where stay was clicked. data should be
// pet's GUIDLow since we set that as the waypoint ID
if (data == me->GetGUID().GetCounter() && me->GetCharmInfo()->IsReturning())
{
ClearCharmInfoFlags();
me->GetCharmInfo()->SetIsAtStay(true);
me->GetMotionMaster()->Clear();
me->GetMotionMaster()->MoveIdle();
}
break;
}
case FOLLOW_MOTION_TYPE:
{
// If data is owner's GUIDLow then we've reached follow point,
// otherwise we're probably chasing a creature
if (me->GetCharmerOrOwner() && me->GetCharmInfo() && data == me->GetCharmerOrOwner()->GetGUID().GetCounter() && me->GetCharmInfo()->IsReturning())
{
ClearCharmInfoFlags();
me->GetCharmInfo()->SetIsFollowing(true);
}
break;
}
default:
break;
}
}
bool PetAI::CanAttack(Unit* target, SpellInfo const* spellInfo)
{
// Evaluates wether a pet can attack a specific target based on CommandState, ReactState and other flags
// IMPORTANT: The order in which things are checked is important, be careful if you add or remove checks
// Hmmm...
if (!target)
return false;
if (!target->IsAlive())
{
// xinef: if target is invalid, pet should evade automaticly
// Clear target to prevent getting stuck on dead targets
//me->AttackStop();
//me->InterruptNonMeleeSpells(false);
return false;
}
// xinef: check unit states of pet
if (me->HasUnitState(UNIT_STATE_LOST_CONTROL))
return false;
// xinef: pets of mounted players have stunned flag only, check this also
if (me->HasUnitFlag(UNIT_FLAG_STUNNED))
return false;
// pussywizard: TEMP!
if (!me->GetCharmInfo())
{
LOG_INFO("misc", "PetAI::CanAttack (A1) - {}, {}", me->GetEntry(), me->GetOwnerGUID().ToString());
return false;
}
// Passive - passive pets can attack if told to
if (me->HasReactState(REACT_PASSIVE))
return me->GetCharmInfo()->IsCommandAttack();
// CC - mobs under crowd control can be attacked if owner commanded
if (target->HasBreakableByDamageCrowdControlAura() && (!spellInfo || !spellInfo->HasAttribute(SPELL_ATTR4_REACTIVE_DAMAGE_PROC)))
return me->GetCharmInfo()->IsCommandAttack();
// Returning - pets ignore attacks only if owner clicked follow
if (me->GetCharmInfo()->IsReturning())
return !me->GetCharmInfo()->IsCommandFollow();
// Stay - can attack if target is within range or commanded to
if (me->GetCharmInfo()->HasCommandState(COMMAND_STAY))
return (me->IsWithinMeleeRange(target) || me->GetCharmInfo()->IsCommandAttack());
// Pets attacking something (or chasing) should only switch targets if owner tells them to
if (me->GetVictim() && me->GetVictim() != target)
{
// Forced change target if it's taunt
if (spellInfo && spellInfo->HasAura(SPELL_AURA_MOD_TAUNT))
{
return true;
}
// Check if our owner selected this target and clicked "attack"
Unit* ownerTarget = nullptr;
if (Player* owner = me->GetCharmerOrOwner()->ToPlayer())
ownerTarget = owner->GetSelectedUnit();
else
ownerTarget = me->GetCharmerOrOwner()->GetVictim();
if (ownerTarget && me->GetCharmInfo()->IsCommandAttack())
return (target->GetGUID() == ownerTarget->GetGUID());
}
// Follow
if (me->GetCharmInfo()->HasCommandState(COMMAND_FOLLOW))
return !me->GetCharmInfo()->IsReturning();
// default, though we shouldn't ever get here
return false;
}
void PetAI::ReceiveEmote(Player* player, uint32 emote)
{
if (me->GetOwnerGUID() && me->GetOwnerGUID() == player->GetGUID())
switch (emote)
{
case TEXT_EMOTE_COWER:
if (me->IsPet() && me->ToPet()->IsPetGhoul())
me->HandleEmoteCommand(/*EMOTE_ONESHOT_ROAR*/EMOTE_ONESHOT_OMNICAST_GHOUL);
break;
case TEXT_EMOTE_ANGRY:
if (me->IsPet() && me->ToPet()->IsPetGhoul())
me->HandleEmoteCommand(/*EMOTE_ONESHOT_COWER*/EMOTE_STATE_STUN);
break;
case TEXT_EMOTE_GLARE:
if (me->IsPet() && me->ToPet()->IsPetGhoul())
me->HandleEmoteCommand(EMOTE_STATE_STUN);
break;
case TEXT_EMOTE_SOOTHE:
if (me->IsPet() && me->ToPet()->IsPetGhoul())
me->HandleEmoteCommand(EMOTE_ONESHOT_OMNICAST_GHOUL);
break;
}
}
void PetAI::ClearCharmInfoFlags()
{
// Quick access to set all flags to FALSE
CharmInfo* ci = me->GetCharmInfo();
if (ci)
{
ci->SetIsAtStay(false);
ci->SetIsCommandAttack(false);
ci->SetIsCommandFollow(false);
ci->SetIsFollowing(false);
ci->SetIsReturning(false);
}
}
void PetAI::AttackedBy(Unit* attacker)
{
// Called when pet takes damage. This function helps keep pets from running off
// simply due to gaining aggro.
if (!attacker)
return;
// Passive pets don't do anything
if (me->HasReactState(REACT_PASSIVE))
return;
// Prevent pet from disengaging from current target
if (me->GetVictim() && me->GetVictim()->IsAlive())
return;
// Continue to evaluate and attack if necessary
AttackStart(attacker);
}