/*
* 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 "UnitAI.h"
#include "Creature.h"
#include "CreatureAIImpl.h"
#include "Player.h"
#include "Spell.h"
#include "SpellAuraEffects.h"
#include "SpellInfo.h"
#include "SpellMgr.h"
void UnitAI::AttackStart(Unit* victim)
{
if (victim && me->Attack(victim, true))
me->GetMotionMaster()->MoveChase(victim);
}
void UnitAI::AttackStartCaster(Unit* victim, float dist)
{
if (victim && me->Attack(victim, false))
me->GetMotionMaster()->MoveChase(victim, dist);
}
void UnitAI::DoMeleeAttackIfReady()
{
if (me->HasUnitState(UNIT_STATE_CASTING))
return;
Unit* victim = me->GetVictim();
if (!victim || !victim->IsInWorld())
return;
if (!me->IsWithinMeleeRange(victim))
return;
//Make sure our attack is ready and we aren't currently casting before checking distance
if (me->isAttackReady())
{
// xinef: prevent base and off attack in same time, delay attack at 0.2 sec
if (me->HasOffhandWeaponForAttack())
if (me->getAttackTimer(OFF_ATTACK) < ATTACK_DISPLAY_DELAY)
me->setAttackTimer(OFF_ATTACK, ATTACK_DISPLAY_DELAY);
me->AttackerStateUpdate(victim);
me->resetAttackTimer();
}
if (me->HasOffhandWeaponForAttack() && me->isAttackReady(OFF_ATTACK))
{
// xinef: delay main hand attack if both will hit at the same time (players code)
if (me->getAttackTimer(BASE_ATTACK) < ATTACK_DISPLAY_DELAY)
me->setAttackTimer(BASE_ATTACK, ATTACK_DISPLAY_DELAY);
me->AttackerStateUpdate(victim, OFF_ATTACK);
me->resetAttackTimer(OFF_ATTACK);
}
}
bool UnitAI::DoSpellAttackIfReady(uint32 spell)
{
if (me->HasUnitState(UNIT_STATE_CASTING) || !me->isAttackReady())
return true;
if (SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spell))
{
if (me->IsWithinCombatRange(me->GetVictim(), spellInfo->GetMaxRange(false)))
{
me->CastSpell(me->GetVictim(), spell, false);
me->resetAttackTimer();
return true;
}
}
return false;
}
void UnitAI::DoSpellAttackToRandomTargetIfReady(uint32 spell, uint32 threatTablePosition /*= 0*/, float dist /*= 0.f*/, bool playerOnly /*= true*/)
{
if (me->HasUnitState(UNIT_STATE_CASTING) || !me->isAttackReady())
return;
if (SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spell))
{
if (Unit* target = SelectTarget(SelectTargetMethod::Random, threatTablePosition, dist, playerOnly))
{
if (me->IsWithinCombatRange(target, spellInfo->GetMaxRange(false)))
{
me->CastSpell(target, spell, false);
me->resetAttackTimer();
}
}
}
}
Unit* UnitAI::SelectTarget(SelectTargetMethod targetType, uint32 position, float dist, bool playerOnly, bool withTank, int32 aura)
{
return SelectTarget(targetType, position, DefaultTargetSelector(me, dist, playerOnly, withTank, aura));
}
void UnitAI::SelectTargetList(std::list& targetList, uint32 num, SelectTargetMethod targetType, uint32 position, float dist, bool playerOnly, bool withTank, int32 aura)
{
SelectTargetList(targetList, num, targetType, position, DefaultTargetSelector(me, dist, playerOnly, withTank, aura));
}
float UnitAI::DoGetSpellMaxRange(uint32 spellId, bool positive)
{
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
return spellInfo ? spellInfo->GetMaxRange(positive) : 0;
}
std::string UnitAI::GetDebugInfo() const
{
std::stringstream sstr;
sstr << std::boolalpha
<< "Me: " << (me ? me->GetDebugInfo() : "NULL");
return sstr.str();
}
SpellCastResult UnitAI::DoAddAuraToAllHostilePlayers(uint32 spellid)
{
if (me->IsInCombat())
{
ThreatContainer::StorageType threatlist = me->GetThreatMgr().GetThreatList();
for (ThreatContainer::StorageType::const_iterator itr = threatlist.begin(); itr != threatlist.end(); ++itr)
{
if (Unit* unit = ObjectAccessor::GetUnit(*me, (*itr)->getUnitGuid()))
{
if (unit->IsPlayer())
{
me->AddAura(spellid, unit);
return SPELL_CAST_OK;
}
}
else
return SPELL_FAILED_BAD_TARGETS;
}
}
return SPELL_FAILED_CUSTOM_ERROR;
}
SpellCastResult UnitAI::DoCastToAllHostilePlayers(uint32 spellid, bool triggered)
{
if (me->IsInCombat())
{
ThreatContainer::StorageType threatlist = me->GetThreatMgr().GetThreatList();
for (ThreatContainer::StorageType::const_iterator itr = threatlist.begin(); itr != threatlist.end(); ++itr)
{
if (Unit* unit = ObjectAccessor::GetUnit(*me, (*itr)->getUnitGuid()))
{
if (unit->IsPlayer())
return me->CastSpell(unit, spellid, triggered);
}
else
return SPELL_FAILED_BAD_TARGETS;
}
}
return SPELL_FAILED_CUSTOM_ERROR;
}
SpellCastResult UnitAI::DoCast(uint32 spellId)
{
Unit* target = nullptr;
switch (AISpellInfo[spellId].target)
{
default:
case AITARGET_SELF:
target = me;
break;
case AITARGET_VICTIM:
target = me->GetVictim();
break;
case AITARGET_ENEMY:
{
if (SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId))
{
DefaultTargetSelector targetSelector(me, spellInfo->GetMaxRange(false), false, true, 0);
target = SelectTarget(SelectTargetMethod::Random, 0, [&](Unit* target) {
if (!target)
return false;
if (target->IsPlayer())
{
if (spellInfo->HasAttribute(SPELL_ATTR5_NOT_ON_PLAYER))
return false;
}
else
{
if (spellInfo->HasAttribute(SPELL_ATTR3_ONLY_ON_PLAYER))
return false;
if (spellInfo->HasAttribute(SPELL_ATTR5_NOT_ON_PLAYER_CONTROLLED_NPC) && target->IsControlledByPlayer())
return false;
}
return targetSelector(target);
});
}
break;
}
case AITARGET_ALLY:
target = me;
break;
case AITARGET_BUFF:
target = me;
break;
case AITARGET_DEBUFF:
{
if (SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId))
{
float range = spellInfo->GetMaxRange(false);
DefaultTargetSelector defaultTargetSelector(me, range, false, true, -(int32)spellId);
auto targetSelector = [&](Unit* target) {
if (!target)
return false;
if (target->IsPlayer())
{
if (spellInfo->HasAttribute(SPELL_ATTR5_NOT_ON_PLAYER))
return false;
}
else
{
if (spellInfo->HasAttribute(SPELL_ATTR3_ONLY_ON_PLAYER))
return false;
if (spellInfo->HasAttribute(SPELL_ATTR5_NOT_ON_PLAYER_CONTROLLED_NPC) && target->IsControlledByPlayer())
return false;
}
return defaultTargetSelector(target);
};
if (!(spellInfo->AuraInterruptFlags & AURA_INTERRUPT_FLAG_NOT_VICTIM) && targetSelector(me->GetVictim()))
target = me->GetVictim();
else
target = SelectTarget(SelectTargetMethod::Random, 0, targetSelector);
}
break;
}
}
if (target)
me->CastSpell(target, spellId, false);
return SPELL_FAILED_BAD_TARGETS;
}
SpellCastResult UnitAI::DoCast(Unit* victim, uint32 spellId, bool triggered)
{
if (!victim)
return SPELL_FAILED_BAD_TARGETS;
if (me->HasUnitState(UNIT_STATE_CASTING) && !triggered)
return SPELL_FAILED_SPELL_IN_PROGRESS;
return me->CastSpell(victim, spellId, triggered);
}
SpellCastResult UnitAI::DoCastVictim(uint32 spellId, bool triggered)
{
if (Unit* victim = me->GetVictim())
return DoCast(victim, spellId, triggered);
return SPELL_FAILED_BAD_TARGETS;
}
SpellCastResult UnitAI::DoCastAOE(uint32 spellId, bool triggered)
{
if (!triggered && me->HasUnitState(UNIT_STATE_CASTING))
return SPELL_FAILED_SPELL_IN_PROGRESS;
return me->CastSpell((Unit*)nullptr, spellId, triggered);
}
/**
* @brief Cast the spell on a random unit from the threat list
*/
SpellCastResult UnitAI::DoCastRandomTarget(uint32 spellId, uint32 threatTablePosition, float dist, bool playerOnly, bool triggered, bool withTank)
{
if (Unit* target = SelectTarget(SelectTargetMethod::Random, threatTablePosition, dist, playerOnly, withTank))
{
return DoCast(target, spellId, triggered);
}
return SPELL_FAILED_BAD_TARGETS;
}
/**
* @brief Cast spell on the max threat target, which may not always be the current victim.
*
* @param uint32 spellId Spell ID to cast.
* @param uint32 Threat table position.
* @param float dist Distance from caster to target.
* @param bool playerOnly Select players only, excludes pets and other npcs.
* @param bool triggered Triggered cast (full triggered mask).
*
* @return SpellCastResult
*/
SpellCastResult UnitAI::DoCastMaxThreat(uint32 spellId, uint32 threatTablePosition, float dist, bool playerOnly, bool triggered)
{
if (Unit* target = SelectTarget(SelectTargetMethod::MaxThreat, threatTablePosition, dist, playerOnly))
{
return DoCast(target, spellId, triggered);
}
return SPELL_FAILED_BAD_TARGETS;
}
#define UPDATE_TARGET(a) {if (AIInfo->targettarget=a;}
void UnitAI::FillAISpellInfo()
{
AISpellInfo = new AISpellInfoType[sSpellMgr->GetSpellInfoStoreSize()];
AISpellInfoType* AIInfo = AISpellInfo;
SpellInfo const* spellInfo;
for (uint32 i = 0; i < sSpellMgr->GetSpellInfoStoreSize(); ++i, ++AIInfo)
{
spellInfo = sSpellMgr->GetSpellInfo(i);
if (!spellInfo)
continue;
if (spellInfo->HasAttribute(SPELL_ATTR0_ALLOW_CAST_WHILE_DEAD))
AIInfo->condition = AICOND_DIE;
else if (spellInfo->IsPassive() || spellInfo->GetDuration() == -1)
AIInfo->condition = AICOND_AGGRO;
else
AIInfo->condition = AICOND_COMBAT;
if (AIInfo->cooldown < spellInfo->RecoveryTime)
AIInfo->cooldown = spellInfo->RecoveryTime;
if (!spellInfo->GetMaxRange(false))
UPDATE_TARGET(AITARGET_SELF)
else
{
for (uint32 j = 0; j < MAX_SPELL_EFFECTS; ++j)
{
uint32 targetType = spellInfo->Effects[j].TargetA.GetTarget();
if (targetType == TARGET_UNIT_TARGET_ENEMY
|| targetType == TARGET_DEST_TARGET_ENEMY)
UPDATE_TARGET(AITARGET_VICTIM)
else if (targetType == TARGET_UNIT_DEST_AREA_ENEMY)
UPDATE_TARGET(AITARGET_ENEMY)
if (spellInfo->Effects[j].Effect == SPELL_EFFECT_APPLY_AURA)
{
if (targetType == TARGET_UNIT_TARGET_ENEMY)
UPDATE_TARGET(AITARGET_DEBUFF)
else if (spellInfo->IsPositive())
UPDATE_TARGET(AITARGET_BUFF)
}
}
}
AIInfo->realCooldown = spellInfo->RecoveryTime + spellInfo->StartRecoveryTime;
AIInfo->maxRange = spellInfo->GetMaxRange(false) * 3 / 4;
}
}
ThreatMgr& UnitAI::GetThreatMgr()
{
return me->GetThreatMgr();
}
void UnitAI::SortByDistance(std::list& list, bool ascending)
{
list.sort(Acore::ObjectDistanceOrderPred(me, ascending));
}
//Enable PlayerAI when charmed
void PlayerAI::OnCharmed(bool apply)
{
me->IsAIEnabled = apply;
}
void SimpleCharmedAI::UpdateAI(uint32 /*diff*/)
{
Creature* charmer = me->GetCharmer()->ToCreature();
//kill self if charm aura has infinite duration
if (charmer->IsInEvadeMode())
{
Unit::AuraEffectList const& auras = me->GetAuraEffectsByType(SPELL_AURA_MOD_CHARM);
for (Unit::AuraEffectList::const_iterator iter = auras.begin(); iter != auras.end(); ++iter)
if ((*iter)->GetCasterGUID() == charmer->GetGUID() && (*iter)->GetBase()->IsPermanent())
{
Unit::Kill(charmer, me);
return;
}
}
if (!charmer->IsInCombat())
me->GetMotionMaster()->MoveFollow(charmer, PET_FOLLOW_DIST, me->GetFollowAngle());
Unit* target = me->GetVictim();
if (!target || !charmer->IsValidAttackTarget(target))
AttackStart(charmer->SelectNearestTargetInAttackDistance(ATTACK_DISTANCE));
}
SpellTargetSelector::SpellTargetSelector(Unit* caster, uint32 spellId) :
_caster(caster), _spellInfo(sSpellMgr->GetSpellForDifficultyFromSpell(sSpellMgr->GetSpellInfo(spellId), caster))
{
ASSERT(_spellInfo);
}
bool SpellTargetSelector::operator()(Unit const* target) const
{
if (!target)
return false;
if (_spellInfo->CheckTarget(_caster, target) != SPELL_CAST_OK)
return false;
// copypasta from Spell::CheckRange
uint32 range_type = _spellInfo->RangeEntry ? _spellInfo->RangeEntry->Flags : 0;
float max_range = _caster->GetSpellMaxRangeForTarget(target, _spellInfo);
float min_range = _caster->GetSpellMinRangeForTarget(target, _spellInfo);
if (target && target != _caster)
{
if (range_type == SPELL_RANGE_MELEE)
{
// Because of lag, we can not check too strictly here.
if (!_caster->IsWithinMeleeRange(target, max_range))
return false;
}
else if (!_caster->IsWithinCombatRange(target, max_range))
return false;
if (range_type == SPELL_RANGE_RANGED)
{
if (_caster->IsWithinMeleeRange(target))
return false;
}
else if (min_range && _caster->IsWithinCombatRange(target, min_range)) // skip this check if min_range = 0
return false;
}
return true;
}
bool NonTankTargetSelector::operator()(Unit const* target) const
{
if (!target)
return false;
if (_playerOnly && !target->IsPlayer())
return false;
if (Unit* currentVictim = _source->GetThreatMgr().GetCurrentVictim())
return target != currentVictim;
return target != _source->GetVictim();
}